Sunday, 20 January 2019 23:41
ENDLESS LEGEND V2.2.3 S3 Community Patch (64-bit)

Click on buttons to toggle visability. Click on STACK buttons to toggle visibility of stack traces.

23:41:35:869STACKStarting the application, version is V2.2.3 S3 Community Patch (64-bit)...

Amplitude.Unity.Framework.Application+c__Iterator28:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator2B:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:35:871STACKGame directory is "/Users/robin/Library/Application Support/Endless Legend".

Amplitude.Unity.Framework.Application+c__Iterator28:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator2B:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:35:871STACK[Steam] Available game languages are 'english,german,french,italian,spanish,russian,polish', current game language is 'english'.

Amplitude.Unity.Framework.Application+c__Iterator30:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator2B:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:35:871STACK[Steam] Steam user id is '0x0110000104a95886'.

Amplitude.Unity.Framework.Application+c__Iterator31:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator2B:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:35:871STACK[Steam] Steam user name is 'Robin Claassen'.

Amplitude.Unity.Framework.Application+c__Iterator31:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator2B:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:35:871STACKRegistry file '/Users/robin/Library/Application Support/Steam/steamapps/common/Endless Legend/EndlessLegend.app/Contents/Registry.xml' does not exist.

Amplitude.Unity.Framework.Application:LoadRegistryFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application:LoadRegistryFiles(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application:LoadRegistry()
Amplitude.Unity.Framework.Application+c__Iterator28:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator2B:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:35:871STACKRegistry file '/Users/robin/Library/Application Support/Endless Legend/Registry.xml' does not exist.

Amplitude.Unity.Framework.Application:LoadRegistryFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application:LoadRegistryFiles(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application:LoadRegistry()
Amplitude.Unity.Framework.Application+c__Iterator28:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator2B:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:35:872STACKLoading registry file '/Users/robin/Library/Application Support/Endless Legend/Users/78207110/Registry.xml'...

Amplitude.Unity.Framework.Application:LoadRegistryFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application:LoadRegistryFiles(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application:LoadRegistry()
Amplitude.Unity.Framework.Application+c__Iterator28:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator2B:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:36:662STACKThe audio manager is activated: creating the fmod event system...

Amplitude.Unity.Audio.AudioManager+c__Iterator21:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:36:662STACKSetting up the fmod system...

Amplitude.Unity.Audio.AudioManager+c__Iterator21:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:36:662STACKInitializing the fmod event system...

Amplitude.Unity.Audio.AudioManager+c__Iterator21:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:36:663STACKLoad fmod data from folder '/Users/robin/Library/Application Support/Steam/steamapps/common/Endless Legend/EndlessLegend.app/Contents/Public/Audio/'.

Amplitude.Unity.Audio.AudioManager+c__Iterator21:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:36:663STACKPath '/Users/robin/Library/Application Support/Steam/steamapps/common/Endless Legend/EndlessLegend.app/Contents/Public/Audio/' made relative to working directory '/Users/robin/Library/Application Support/Steam/steamapps/common/Endless Legend/', result: 'EndlessLegend.app/Contents/Public/Audio/'.

Amplitude.Unity.Framework.Path:MakeRelativeToAssetPath(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager+c__Iterator21:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:36:663STACKRooted path '/Users/robin/Library/Application Support/Steam/steamapps/common/Endless Legend/EndlessLegend.app/Contents/Public/Audio/' has been made relative into 'EndlessLegend.app/Contents/Public/Audio/'.

Amplitude.Unity.Audio.AudioManager+c__Iterator21:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:36:663STACKPlaying with 17 downloadable content(s): Collector Edition, Dungeon of the Endless Founder Pack (the Mezari), Emperor Pack (the Ice Wargs), Shades of Alteration (Halloween), World Generation Presets, Visions of the Unseen (the Eyeless Ones), Endless Day, Guardians, Legendary Buildings and Deeds, Victory Quest, Generation Presets and Dorgeshi Faction, Infiltration, Pillage and Forgotten, Forges of Creation, Advanced Winter, Winter Shifters and Altar of Auriga, The Lost Tales, Echoes of Auriga, Advanced Naval Warfare, Morgawr and Fortresses, Naval Warfare, and Shared Victory, Make War Not Love Event.

DownloadableContentManager+c__IteratorF0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:36:663STACKPlaying with 8 activated downloadable content(s): Dungeon of the Endless Founder Pack (the Mezari), Emperor Pack (the Ice Wargs), Guardians, Legendary Buildings and Deeds, Infiltration, Pillage and Forgotten, Advanced Winter, Winter Shifters and Altar of Auriga, The Lost Tales, Echoes of Auriga, Advanced Naval Warfare, Morgawr and Fortresses.

DownloadableContentManager+c__IteratorF0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:36:663STACKHello 'Robin Claassen'!

Amplitude.Unity.Steam.SteamManager+c__Iterator8A:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:36:663STACKChanging display settings to 1280x800, 0Hz...

Amplitude.Unity.Video.VideoManager:ChangeDisplaySettings()
Amplitude.Unity.Video.VideoManager+c__Iterator93:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:36:663STACK... switching to 1280x800 (0) windowed...

Amplitude.Unity.Video.VideoManager:ChangeDisplaySettings()
Amplitude.Unity.Video.VideoManager+c__Iterator93:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:36:663STACKSetting the general quality level to '0'.

Amplitude.Unity.Video.VideoManager:set_QualityLevel(System.Reflection.ParameterInfo)
Amplitude.Unity.Video.VideoManager+c__Iterator93:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:37:118STACKCurrent game language is 'english'.

Amplitude.Unity.Localization.LocalizationManager+c__Iterator74:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:37:118STACKResolution has been changed.

Amplitude.Unity.Video.VideoManager+c__Iterator94:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:37:118STACKCameraManager.VideoSettingsService_ResolutionChange.

CameraManager:VideoSettingsService_ResolutionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Video.VideoManager+c__Iterator94:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:37:118STACKResetting Camera Aspect has been changed 1.6 -> 1.6.

CameraManager:VideoSettingsService_ResolutionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Video.VideoManager+c__Iterator94:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:37:355STACKSetting the post process quality to 'Low'.

VideoManager:ApplyAdvancedVideoSettingPostProcessQuality()
VideoManager+c__Iterator672:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:37:605STACKFile Not Found: custom ELCP module override file, expected at '/Users/robin/Library/Application Support/Steam/steamapps/common/Endless Legend/Public\ELCP/Endless Legend.xml'.

Amplitude.Unity.Runtime.RuntimeManager+d__0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:38:309STACKRuntime configuration is null or empty; using the default module 'Endless Legend' as new configuration.

Amplitude.Unity.Runtime.RuntimeManager+c__Iterator84:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator2C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:38:309STACKLoading runtime module definition from file 'ImprovedAI.xml'...

RuntimeManager:LoadModule(System.Reflection.ParameterInfo)
RuntimeManager+c__Iterator602:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator84:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator2C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:38:309STACKLoading runtime module definition from file 'WorldGeneratorFullCustomization.xml'...

RuntimeManager:LoadModule(System.Reflection.ParameterInfo)
RuntimeManager+c__Iterator602:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator84:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator2C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:38:309STACKLoading runtime module definition from file 'Vanilla Hero Labels.xml'...

RuntimeManager:LoadModule(System.Reflection.ParameterInfo)
RuntimeManager+c__Iterator602:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator84:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator2C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:38:309STACKLoading runtime module definition from file 'ArenaFrostMoon.xml'...

RuntimeManager:LoadModule(System.Reflection.ParameterInfo)
RuntimeManager+c__Iterator602:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator84:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator2C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:38:309STACKLoading runtime module definition from file 'ArenaMount.xml'...

RuntimeManager:LoadModule(System.Reflection.ParameterInfo)
RuntimeManager+c__Iterator602:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator84:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator2C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:38:310STACKLoading runtime module definition from file 'FixPrayerOrbCost.xml'...

RuntimeManager:LoadModule(System.Reflection.ParameterInfo)
RuntimeManager+c__Iterator602:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator84:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator2C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:38:310STACKDiscarding invalid runtime module definition file 'Registry.xml'.

RuntimeManager+c__Iterator602:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator84:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator2C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:38:310STACKLoading runtime module definition from file 'HeroesOfAuriga.xml'...

RuntimeManager:LoadModule(System.Reflection.ParameterInfo)
RuntimeManager+c__Iterator602:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator84:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator2C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:38:310STACKLoading runtime module definition from file 'Vanilla Hero Rebalance.xml'...

RuntimeManager:LoadModule(System.Reflection.ParameterInfo)
RuntimeManager+c__Iterator602:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator84:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator2C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:38:310STACKLoading runtime module definition from file 'HardFrostEnchanteurMod.xml'...

RuntimeManager:LoadModule(System.Reflection.ParameterInfo)
RuntimeManager+c__Iterator602:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator84:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator2C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:38:310STACKLoading runtime module definition from file 'DeadFrostEnchanteurMod.xml'...

RuntimeManager:LoadModule(System.Reflection.ParameterInfo)
RuntimeManager+c__Iterator602:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator84:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator2C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:38:310STACKThe runtime status has changed to 'Loading'.

Amplitude.Unity.Framework.Application:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator84:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator2C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:38:310STACKLoading runtime module 'Endless Legend'...

Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator2C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:38:310STACKLoading plugin files for database of type 'Amplitude.Unity.Framework.AnimationCurve'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator2C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:38:311STACKNew audio listener registered: 1 listener(s) registered.

Amplitude.Unity.Audio.AudioManager:RegisterListener(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioReceiver+c__Iterator22:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:38:404STACKLoading plugin files for database of type 'AIBoosterManagerDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:38:453STACKLoading plugin files for database of type 'AICommanderMissionDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:38:657STACKLoading plugin files for database of type 'AIParameterDatatableElement'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:38:803STACKLoading plugin files for database of type 'Amplitude.Unity.AI.AIParameterConverter'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:38:852STACKLoading plugin files for database of type 'AICityState'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:38:904STACKLoading plugin files for database of type 'RaiderProductionDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:39:859STACKLoading plugin files for database of type 'AIArmyMissionDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:39:904STACKLoading plugin files for database of type 'Amplitude.Unity.AI.Amas.AgentGroupDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:40:004STACKLoading plugin files for database of type 'Amplitude.Unity.AI.Amas.AgentDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:40:053STACKLoading plugin files for database of type 'AIHeroSkillSchemeDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:40:154STACKLoading plugin files for database of type 'AIPersonalityDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:40:204STACKLoading plugin files for database of type 'AIRandomPersonalityDescriptor'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:40:253STACKLoading plugin files for database of type 'AIStrategicPlanDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:40:303STACKLoading plugin files for database of type 'AIUnitPatternDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:40:353STACKLoading plugin files for database of type 'AIMinorEmpireDefConDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:40:403STACKLoading plugin files for database of type 'AIQuestSolverDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:40:453STACKLoading plugin files for database of type 'AIWeatherPresetDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:40:503STACKLoading plugin files for database of type 'AttitudeFeedbackDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:40:553STACKLoading plugin files for database of type 'AttitudeStateDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:40:604STACKLoading plugin files for database of type 'DeploymentPriorityModifierDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:40:653STACKLoading plugin files for database of type 'DeploymentStepDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:40:703STACKLoading plugin files for database of type 'BattleAnalysisRuleDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:40:753STACKLoading plugin files for database of type 'BattleAnalysisModifiers'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:40:854STACKLoading plugin files for database of type 'AfterBattleDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:40:903STACKLoading plugin files for database of type 'AIEncounterStrategyDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:40:953STACKLoading plugin files for database of type 'AIEncounterSpellAffinityDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:41:004STACKLoading plugin files for database of type 'StrategicNetworkDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:41:054STACKLoading plugin files for database of type 'ColossusMissionDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:41:155STACKLoading plugin files for database of type 'Amplitude.Unity.Audio.LayeredEventDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:41:611STACKLoading plugin files for database of type 'Amplitude.Unity.Simulation.SimulationDescriptor'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:41:857STACKLoading plugin files for database of type 'ArmyAction'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:41:903STACKLoading plugin files for database of type 'ApprovalStatus'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:41:953STACKLoading plugin files for database of type 'AttractivenessRule'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:42:105STACKLoading plugin files for database of type 'BattleAction'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:42:203STACKLoading plugin files for database of type 'BattleTargetingUnitBehaviorWeight'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:42:253STACKLoading plugin files for database of type 'BattleTargetingStrategy'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:42:303STACKLoading plugin files for database of type 'CostReduction'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:42:353STACKLoading plugin files for database of type 'BattleSequence'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:42:454STACKLoading plugin files for database of type 'BoosterDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:42:503STACKLoading plugin files for database of type 'BoosterGeneratorDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:43:359STACKLoading plugin files for database of type 'ConstructibleElement'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:43:505STACKLoading plugin files for database of type 'DepartmentOfIndustry+ConstructibleElement'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:43:552STACKLoading plugin files for database of type 'DepartmentOfPlanificationAndDevelopment+ConstructibleElement'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:43:653STACKLoading plugin files for database of type 'DepartmentOfScience+ConstructibleElement'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:43:703STACKLoading plugin files for database of type 'DiplomaticAbilityDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:43:753STACKLoading plugin files for database of type 'DiplomaticRelationScoreModifierDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:43:803STACKLoading plugin files for database of type 'DiplomaticRelationState'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:43:903STACKLoading plugin files for database of type 'DepartmentOfForeignAffairs+ConstructibleElement'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:43:951STACKLoading plugin files for database of type 'Faction'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:44:003STACKLoading plugin files for database of type 'FactionAffinity'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:44:053STACKLoading plugin files for database of type 'FactionTrait'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:44:154STACKLoading plugin files for database of type 'GameModifierDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:44:304STACKLoading plugin files for database of type 'InfiltrationAction'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:44:507STACKLoading plugin files for database of type 'ItemDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:44:554STACKLoading plugin files for database of type 'LeechDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:44:602STACKLoading plugin files for database of type 'MirageDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:44:704STACKLoading plugin files for database of type 'PathfindingRule'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:44:753STACKLoading plugin files for database of type 'PointOfInterestTemplate'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:44:803STACKLoading plugin files for database of type 'ResourceConverterDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:44:853STACKLoading plugin files for database of type 'ReinforcementTemplate'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:44:903STACKLoading plugin files for database of type 'Seizure'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:44:953STACKLoading plugin files for database of type 'TradableCategoryDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:45:054STACKLoading plugin files for database of type 'UnitAbility'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:45:204STACKLoading plugin files for database of type 'UnitBodyDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:45:557STACKLoading plugin files for database of type 'UnitDesign'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:45:601STACKLoading plugin files for database of type 'UnitProfile'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:45:704STACKLoading plugin files for database of type 'UnitProfileNames'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:45:753STACKLoading plugin files for database of type 'UnitRank'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:45:803STACKLoading plugin files for database of type 'UnitSkill'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:45:853STACKLoading plugin files for database of type 'WeatherDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:45:903STACKLoading plugin files for database of type 'WorldFormation'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:45:954STACKLoading plugin files for database of type 'GuiSorting'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:46:003STACKLoading plugin files for database of type 'GuiAttributesDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:46:053STACKLoading plugin files for database of type 'GuiTradeRouteIncomesDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:46:557STACKLoading plugin files for database of type 'Amplitude.Unity.Gui.GuiElement'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:46:603STACKLoading plugin files for database of type 'Amplitude.Unity.Gui.GuiTooltipDescription'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:46:652STACKLoading plugin files for database of type 'GuiCursor'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:46:703STACKLoading plugin files for database of type 'MouseCursorRule'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:46:752STACKCursorManager.LoadMouseRules

CursorManager:LoadMouseRules()
CursorManager:Update()

23:41:46:752STACKCursorManager.LoadMouseRules success with 15 rules

CursorManager:LoadMouseRules()
CursorManager:Update()

23:41:46:752STACKLoading plugin files for database of type 'Amplitude.Unity.View.Mapping.Xml.XmlMapping'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:46:803STACKLoading plugin files for database of type 'AnomalyTypeMapping'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:46:852STACKLoading plugin files for database of type 'BiomeTypeMapping'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:46:902STACKLoading plugin files for database of type 'Palette'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:46:952STACKLoading plugin files for database of type 'ResourceDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:47:054STACKLoading plugin files for database of type 'TerrainTypeMapping'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:47:103STACKLoading plugin files for database of type 'OrbTypeMapping'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:47:153STACKLoading plugin files for database of type 'WeatherTypeMapping'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:47:203STACKLoading plugin files for database of type 'RiverTypeMapping'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:47:252STACKLoading plugin files for database of type 'BattleFeedbackMapping'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:47:405STACKLoading plugin files for database of type 'Droplist'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:53:309STACKLoading plugin files for database of type 'QuestDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:53:353STACKLoading plugin files for database of type 'MapBoostAttractivenessRule'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:53:404STACKLoading plugin files for database of type 'MapBoostDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:53:453STACKLoading plugin files for database of type 'SeasonDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:53:503STACKLoading plugin files for database of type 'SeasonEffectDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:53:553STACKLoading plugin files for database of type 'SeasonIntensityDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:53:603STACKLoading plugin files for database of type 'PillarDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:53:652STACKLoading plugin files for database of type 'PillageRewardDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:53:702STACKLoading plugin files for database of type 'SpellDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:53:752STACKLoading plugin files for database of type 'TerraformDeviceDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:53:803STACKLoading plugin files for database of type 'WorldEffectDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:53:853STACKLoading plugin files for database of type 'GameStatisticDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:53:903STACKLoading plugin files for database of type 'GameScoreDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:53:952STACKLoading plugin files for database of type 'VictoryCondition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:54:003STACKLoading plugin files for database of type 'Amplitude.Unity.Achievement.AchievementDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:54:053STACKLoading plugin files for database of type 'Amplitude.Unity.Achievement.AchievementStatisticDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:54:104STACKLoading plugin files for database of type 'AlterationData'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:54:254STACKLoading plugin files for database of type 'DefaultFxDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:54:303STACKLoading plugin files for database of type 'BattleVisualEffects'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:54:403STACKLoading plugin files for database of type 'OptionDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:54:503STACKLoading plugin files for database of type 'WorldGeneratorScenarioDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:54:552STACKLoading runtime registry files...

Amplitude.Unity.Runtime.Plugins.RuntimeRegistryPlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:54:602STACKSpent 16.569308 second(s) loading the module plugins.

Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:54:602STACKRuntime hash key = '7FEC66C2C1CED484CABCD72C65628A79'.

Amplitude.Unity.Runtime.Runtime+c__Iterator7A:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:54:602STACKWaiting for Steam statistics and achievements reception callback...

Amplitude.Unity.Achievement.SteamAchievementManager:LoadStatistics()
Amplitude.Unity.Achievement.NetworkAchievementManager:Load()
Amplitude.Unity.Achievement.SteamAchievementManager:Load()
AchievementManager:Load()
AchievementManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator84:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:54:602STACKWaiting for Steam statistics and achievements reception callback...

Amplitude.Unity.Achievement.SteamAchievementManager:LoadAchievements()
Amplitude.Unity.Achievement.NetworkAchievementManager:Load()
Amplitude.Unity.Achievement.SteamAchievementManager:Load()
AchievementManager:Load()
AchievementManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator84:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:54:603STACKRuntimeService_RuntimeChange, reloading (null).

Amplitude.Unity.Gui.GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator84:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:54:603STACK(pre) OnGuiSceneStateChange: Loading.

GuiManager:OnGuiSceneStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager+c__Iterator5A:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator84:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:54:603STACKOnGuiSceneStateChange: Loading.

GuiManager:OnGuiSceneStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager+c__Iterator5A:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator84:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:54:603STACKThe runtime status has changed to 'Loaded'.

Amplitude.Unity.Framework.Application:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator84:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:54:829STACKSteamClientCallbacks_UserStatsReceivedCallback

Amplitude.Unity.Achievement.SteamAchievementManager:SteamClientCallbacks_UserStatsReceivedCallback(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:41:54:829STACK[Achievement] 102 statistics(s) have been loaded.

Amplitude.Unity.Achievement.NetworkAchievementManager:LoadStatistics()
Amplitude.Unity.Achievement.SteamAchievementManager:LoadStatistics()
Amplitude.Unity.Achievement.NetworkAchievementManager:Load()
Amplitude.Unity.Achievement.SteamAchievementManager:Load()
AchievementManager:Load()
Amplitude.Unity.Achievement.SteamAchievementManager:SteamClientCallbacks_UserStatsReceivedCallback(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:41:54:829STACK[Achievement] 129 achievement(s) have been loaded.

Amplitude.Unity.Achievement.NetworkAchievementManager:LoadAchievements()
Amplitude.Unity.Achievement.SteamAchievementManager:LoadAchievements()
Amplitude.Unity.Achievement.NetworkAchievementManager:Load()
Amplitude.Unity.Achievement.SteamAchievementManager:Load()
AchievementManager:Load()
Amplitude.Unity.Achievement.SteamAchievementManager:SteamClientCallbacks_UserStatsReceivedCallback(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:41:56:266STACKCreating atlas [Font:softwareRasterAtlas] from 128x128xARGBFloat

GlyphAtlas:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FontAtlasRenderer:Load()
FontAtlasRenderer:OnEnable()

23:41:57:107STACKRebuilding the texture atlas...

AgeAtlas:Build()
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator5A:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:57:107STACK(pre) OnGuiSceneStateChange: Loaded.

GuiManager:OnGuiSceneStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager+c__Iterator5A:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:41:57:107STACKOnGuiSceneStateChange: Loaded.

GuiManager:OnGuiSceneStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager+c__Iterator5A:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:00:754STACKLoading the outgame view...

OutGameView+c__Iterator687:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
OutGameView:LoadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

23:42:02:428STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
OutGameView+c__Iterator687:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:04:953STACKOnLoadGameCB

MenuMainScreen:OnLoadGameCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

23:42:07:952STACKLoading file '/Users/robin/Library/Application Support/Endless Legend/Save Files/Kapaku Game 1 - Turn 86.sav'

LoadSaveModalPanel:OnLoadCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

23:42:08:800STACKUsing late update preemption (TimeSpan = 6.66, Frequency = 5, Enable Diagnostics = False).

Session:.ctor()
System.Reflection.MonoCMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.ConstructorInfo:Invoke(System.Reflection.ParameterInfo)
System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Activator:CreateInstance(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

23:42:08:800STACKThe session has been created; opening the session in 'Single' mode (default)...

RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

23:42:08:801STACK[DownloadableContent] DownloadableContentSharing.SharedByServer is null.

RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

23:42:08:801STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 649772 (GameSaveDescriptor).

RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

23:42:08:801STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 649772 (clients).

RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

23:42:08:801STACK[SessionState] SessionState_Opening.Begin()

SessionState:Begin(System.Reflection.ParameterInfo)
SessionState_Opening:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:08:801STACKThe session is being opened...

SessionState_Opening:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:08:801STACKSteamworks_LobbyCreated (message result = 'k_EResultOK', io failure = False).

Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:802STACK[TimeSync] Synchronize.

Amplitude.Unity.Networking.NetworkManager+c__Iterator76:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Networking.NetworkManager:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:802STACKThe session has been opened.

RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:802STACKLobby member data has been set (key: 'sbc', data: '4').

Amplitude.Unity.Session.Session:SetLobbyMemberData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:802STACK[DownloadableContent] DownloadableContentSharing.SharedByClient, bitfield = 4

RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:802STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 649772 (GameSaveDescriptor).

RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:802STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 649772 (clients).

RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:802STACKLobby data has been set (key: '_Turn', data: '85').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:802STACKLobby data has been set (key: 'SessionMode', data: 'Protected').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:802STACKLobby data has been set (key: 'name', data: 'MaxAtreides's game2').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:802STACKLobby data has been set (key: 'runtimehash', data: '6BF2C93D4E7867CBCE2AA39A46032FD1').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:802STACKLobby data has been set (key: 'OccupiedSlots', data: '1').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:802STACKLobby data has been set (key: 'FreeSlots', data: '7').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:802STACKLobby data has been set (key: 'AdvancedSeasons', data: 'True').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:802STACKLobby data has been set (key: 'AnomalyOdds', data: 'Normal').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:802STACKLobby data has been set (key: 'ArmySpeedScaleFactor', data: 'Vanilla').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:803STACKLobby data has been set (key: 'Color0', data: '7').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:803STACKLobby data has been set (key: 'Color1', data: '5').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:803STACKLobby data has been set (key: 'Color2', data: '1').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:803STACKLobby data has been set (key: 'Color3', data: '2').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:803STACKLobby data has been set (key: 'Color4', data: '4').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:803STACKLobby data has been set (key: 'Color5', data: '3').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:803STACKLobby data has been set (key: 'ContinentForm', data: 'Regular').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:803STACKLobby data has been set (key: 'ContinentShape', data: 'Custom').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:803STACKLobby data has been set (key: 'ContinentSpread', data: 'Regular').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:803STACKLobby data has been set (key: 'CustomFactions', data: 'True').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:803STACKLobby data has been set (key: 'Diplomacy', data: 'False').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:803STACKLobby data has been set (key: 'DumpingMethod', data: 'Binary').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:803STACKLobby data has been set (key: 'Economy', data: 'True').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:803STACKLobby data has been set (key: 'Empire0', data: 'AI0').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:803STACKLobby data has been set (key: 'Empire1', data: 'AI0').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:803STACKLobby data has been set (key: 'Empire2', data: 'AI0').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:804STACKLobby data has been set (key: 'Empire3', data: 'AI0').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:804STACKLobby data has been set (key: 'Empire4', data: 'AI0').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:804STACKLobby data has been set (key: 'Empire5', data: 'AI0').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:804STACKLobby data has been set (key: 'EmpireInfoAccessibility', data: 'Partial').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:804STACKLobby data has been set (key: 'EmpireSpawn', data: 'Spread').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:804STACKLobby data has been set (key: 'EncounterDeploymentTimer', data: '45').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:804STACKLobby data has been set (key: 'EncounterNotificationTimer', data: '45').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:804STACKLobby data has been set (key: 'EncounterSequence', data: 'Normal').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:804STACKLobby data has been set (key: 'EncounterSpeedScaleFactor', data: '4').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:804STACKLobby data has been set (key: 'EncounterTargetingTimer', data: '45').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:804STACKLobby data has been set (key: 'EndTurnTimer', data: '0').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:804STACKLobby data has been set (key: 'EndTurnTimerLastPlayer', data: '0').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:804STACKLobby data has been set (key: 'EndTurnTimerPerCity', data: '0').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:804STACKLobby data has been set (key: 'expansion', data: 'True').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:804STACKLobby data has been set (key: 'Faction0', data: 'FactionReplicants,Forgotten,AffinityReplicants,AffinityMappingReplicants,FactionTraitReplicants2,FactionTraitReplicants3,FactionTraitReplicants4,FactionTraitReplicants5,FactionTraitReplicants6,FactionTraitReplicants7,FactionTraitReplicants12,FactionTraitTechnologyDefinitionSearchBonus,FactionTraitTechnologyDefinitionMapActionPillage').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:804STACKLobby data has been set (key: 'Faction1', data: 'FactionWinterShifters,Allayi,AffinityWinterShifters,AffinityMappingWinterShifters,FactionTraitWinterShifters2,FactionTraitWinterShifters3,FactionTraitWinterShifters4,FactionTraitWinterShifters5,FactionTraitWinterShifters6,FactionTraitTechnologyDefinitionOrbUnlock18WinterShifters,FactionTraitWinterShifters7,FactionTraitTechnologyDefinitionShip,FactionTraitTechnologyDefinitionWinterShiftersUnit2').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:805STACKLobby data has been set (key: 'Faction2', data: 'FactionBrokenLords,Broken Lords,AffinityBrokenLords,AffinityMappingBrokenLords,FactionTraitBrokenLords1,FactionTraitBuyOutPopulation,FactionTraitTechnologyDust0,FactionTraitTechnologyArmorCommonTier1').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:805STACKLobby data has been set (key: 'Faction3', data: 'FactionRovingClans,Roving Clans,AffinityRovingClans,AffinityMappingRovingClans,FactionTraitRovingClans6,FactionTraitRovingClans8,FactionTraitRovingClans7,FactionTraitRovingClans9,FactionTraitRovingClans10,FactionTraitRovingClans11,FactionTraitRovingClans13,FactionTraitTechnologyDefinitionMarketplaceResources,FactionTraitTechnologyDefinitionMarketplaceMercenaries').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:805STACKLobby data has been set (key: 'Faction4', data: 'FactionMadFairies,Wild Walkers,AffinityMadFairies,AffinityMappingMadFairies,FactionTraitMadFairies1,FactionTraitMadFairies2,FactionTraitTechnologyFood0,FactionTraitTechnologyApproval1').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:805STACKLobby data has been set (key: 'Faction5', data: 'FactionCultists,Cultists,AffinityCultists,AffinityMappingCultists,FactionTraitCultists12,FactionTraitCultists13,FactionTraitTechnologyDefinitionMapActionParley,FactionTraitTechnologyDefinitionDefense1,FactionTraitCultists9,FactionTraitCultists11,FactionTraitCultists14').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:805STACKLobby data has been set (key: 'FactionRandomizationMode', data: 'Decked').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:805STACKLobby data has been set (key: 'ForceOceansOnMapEdges', data: 'Yes').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:805STACKLobby data has been set (key: 'FortificationRules', data: 'ELCP').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:805STACKLobby data has been set (key: 'GameDifficulty', data: 'Hard').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:805STACKLobby data has been set (key: 'GameSpeed', data: 'Fast').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:805STACKLobby data has been set (key: 'Geometry', data: 'Default').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:805STACKLobby data has been set (key: 'GlobalEvent', data: 'True').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:805STACKLobby data has been set (key: 'GlobalScoreWhenLastTurnReached', data: 'True').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:805STACKLobby data has been set (key: 'IslandsOdds', data: 'Few').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:805STACKLobby data has been set (key: 'LakeOdds', data: 'Many').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:805STACKLobby data has been set (key: 'LakeSize', data: 'Average').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:805STACKLobby data has been set (key: 'LastEmpireStanding', data: 'True').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:805STACKLobby data has been set (key: 'LuxuryResourceAbundance', data: 'Normal').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:806STACKLobby data has been set (key: 'MadSeasonType', data: 'LowChanceLongDuration').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:806STACKLobby data has been set (key: 'MinorFactionDifficulty', data: 'Normal').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:806STACKLobby data has been set (key: 'MostTechnologiesDiscovered', data: 'True').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:806STACKLobby data has been set (key: 'NumberOfContinents', data: '2').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:806STACKLobby data has been set (key: 'NumberOfMajorFactions', data: '8').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:806STACKLobby data has been set (key: 'Empire6', data: 'AI0').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnNumberOfMajorFactionsChanged()
RuntimeState_Lobby:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:806STACKLobby data has been set (key: 'Faction6', data: 'FactionRandom,Random,,,TraitRandomizeFaction,FactionTraitMajorFaction').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnNumberOfMajorFactionsChanged()
RuntimeState_Lobby:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:806STACKLobby data has been set (key: 'Color6', data: '0').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnNumberOfMajorFactionsChanged()
RuntimeState_Lobby:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:806STACKLobby data has been set (key: 'Empire7', data: 'AI0').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnNumberOfMajorFactionsChanged()
RuntimeState_Lobby:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:806STACKLobby data has been set (key: 'Faction7', data: 'FactionRandom,Random,,,TraitRandomizeFaction,FactionTraitMajorFaction').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnNumberOfMajorFactionsChanged()
RuntimeState_Lobby:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:807STACKLobby data has been set (key: 'Color7', data: '6').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnNumberOfMajorFactionsChanged()
RuntimeState_Lobby:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:807STACKLobby data has been set (key: 'OccupiedSlots', data: '0').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:UpdateSlotCount()
RuntimeState_Lobby:OnNumberOfMajorFactionsChanged()
RuntimeState_Lobby:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:807STACKLobby data has been set (key: 'FreeSlots', data: '8').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:UpdateSlotCount()
RuntimeState_Lobby:OnNumberOfMajorFactionsChanged()
RuntimeState_Lobby:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:807STACK[Lobby] SlotCount: total=8, occupied=0, free=8.

RuntimeState_Lobby:UpdateSlotCount()
RuntimeState_Lobby:OnNumberOfMajorFactionsChanged()
RuntimeState_Lobby:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:807STACKLobby data has been set (key: 'Faction6', data: 'FactionSeaDemons,Morgawr,AffinitySeaDemons,AffinityMappingSeaDemons,FactionTraitSeaDemons2,FactionTraitSeaDemons3,FactionTraitSeaDemons4,FactionTraitSeaDemons5,FactionTraitSeaDemons6,FactionTraitSeaDemons8,FactionTraitTechnologyDust1,FactionTraitTechnologyDefinitionShip').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:807STACKLobby data has been set (key: 'Color6', data: '6').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:807STACKLobby data has been set (key: 'Empire7', data: '0x0110000104a95886').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:807STACKLobby data has been set (key: 'Faction7', data: 'FactionFlames,Kapaku,AffinityFlames,AffinityMappingFlames,FactionTraitFlames1,FactionTraitFlames7,FactionTraitFlames8,FactionTraitFlames9,FactionTraitFlames10,FactionTraitTechnologyStrategicExtractionCommon,FactionTraitTechnologyScience8').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:808STACKLobby data has been set (key: 'Color7', data: '0').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:808STACKLobby data has been set (key: 'owner', data: '76561198038472838').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:808STACKLobby data has been set (key: 'PeacePointRulseset', data: 'true').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:808STACKLobby data has been set (key: 'PercentageOfLandmassOverWater', data: '30').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:808STACKLobby data has been set (key: 'PlayWithMadSeason', data: 'True').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:808STACKLobby data has been set (key: 'Quest', data: 'True').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:808STACKLobby data has been set (key: 'RegionSize', data: 'Huge').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:808STACKLobby data has been set (key: 'ReplaceInlandSeas', data: 'True').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:808STACKLobby data has been set (key: 'RidgesAndCliffs', data: 'Some').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:808STACKLobby data has been set (key: 'Rivers', data: 'Many').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:808STACKLobby data has been set (key: 'SeasonDifficulty', data: 'Moderate').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:808STACKLobby data has been set (key: 'SeedChoice', data: 'Zero').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:808STACKLobby data has been set (key: 'SeedNumber', data: 'User').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:808STACKLobby data has been set (key: 'Shared', data: 'True').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:808STACKLobby data has been set (key: 'StockpileRules', data: 'ELCP').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:809STACKLobby data has been set (key: 'StrategicResourceAbundance', data: 'Normal').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:809STACKLobby data has been set (key: 'Supremacy', data: 'True').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:809STACKLobby data has been set (key: 'TechTradeCost', data: 'Harsh').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:809STACKLobby data has been set (key: 'Temperature', data: 'Terran').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:809STACKLobby data has been set (key: 'TimedEncounter', data: 'True').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:809STACKLobby data has been set (key: 'TimedTurn', data: 'False').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:809STACKLobby data has been set (key: 'Topography', data: 'Custom').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:809STACKLobby data has been set (key: 'version', data: '562958543552515').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:809STACKLobby data has been set (key: 'VolcanicActivity', data: 'Some').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:809STACKLobby data has been set (key: 'Volcanize', data: 'True').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:809STACKLobby data has been set (key: 'WeatherDifficulty', data: 'Hard').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:809STACKLobby data has been set (key: 'Wonder', data: 'True').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:809STACKLobby data has been set (key: 'WorldDifficulty', data: 'Custom').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:809STACKLobby data has been set (key: 'WorldHemispheres', data: 'Both').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:809STACKLobby data has been set (key: 'WorldShape', data: 'Custom').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:809STACKLobby data has been set (key: 'WorldSize', data: 'Large').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:810STACKLobby data has been set (key: 'WorldWrap', data: 'True').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:810STACKLobby data has been set (key: 'Scenario', data: '').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:810STACKLobby data has been set (key: 'Expansion', data: 'True').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:810STACKLobby data has been set (key: 'HeatWaveIntensity', data: 'Moderate').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:810STACKLobby data has been set (key: 'HeatWaveDuration', data: 'Moderate').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:810STACKLobby data has been set (key: '_IsSavedGame', data: 'True').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:810STACKLobby data has been set (key: '_EmpireReserved0', data: '0').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:810STACKLobby data has been set (key: '_EmpireReserved1', data: '0').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:810STACKLobby data has been set (key: '_EmpireReserved2', data: '0').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:810STACKLobby data has been set (key: '_EmpireReserved3', data: '0').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:810STACKLobby data has been set (key: '_EmpireReserved4', data: '0').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:810STACKLobby data has been set (key: '_EmpireReserved5', data: '0').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:810STACKLobby data has been set (key: '_EmpireReserved6', data: '0').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:810STACKLobby data has been set (key: '_EmpireReserved7', data: '0x0110000104a95886').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:810STACKLobby data has been set (key: 'OccupiedSlots', data: '1').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:UpdateSlotCount()
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:810STACKLobby data has been set (key: 'FreeSlots', data: '7').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:UpdateSlotCount()
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:810STACK[Lobby] SlotCount: total=8, occupied=1, free=7.

RuntimeState_Lobby:UpdateSlotCount()
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Steamworks_LobbyCreated(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:811STACKSteamClientCallbacks_LobbyEnter

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyEnter(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:811STACK[Session] Entered the lobby: MaxAtreides's game2

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyEnter(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:811STACK[TimeSync] Synchronize.

Amplitude.Unity.Networking.NetworkManager+c__Iterator76:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Networking.NetworkManager:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyEnter(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:811STACKThe session has been opened.

RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyEnter(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:811STACKLobby member data has been set (key: 'sbc', data: '4').

Amplitude.Unity.Session.Session:SetLobbyMemberData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyEnter(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:811STACK[DownloadableContent] DownloadableContentSharing.SharedByClient, bitfield = 4

RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyEnter(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:811STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 649772 (GameSaveDescriptor).

RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyEnter(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:811STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 649772 (clients).

RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyEnter(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:811STACK[Lobby] SlotCount: total=8, occupied=1, free=7.

RuntimeState_Lobby:UpdateSlotCount()
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyEnter(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:811STACK[RuntimeState_Lobby] Lobby Entered.

RuntimeState_Lobby:Session_LobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyEnter(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:811STACKLobby member data has been set (key: 'Ready', data: 'False').

Amplitude.Unity.Session.Session:SetLobbyMemberData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:Session_LobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyEnter(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:811STACKLobby member data has been set (key: 'QuestAchievementsCompletion', data: '0').

Amplitude.Unity.Session.Session:SetLobbyMemberData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:Session_LobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyEnter(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:811STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:811STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:811STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:811STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:812STACKSteamMatchMakingService_SteamLobbyDataUpdate (member: 76561198038472838).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:812STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 649772 (GameSaveDescriptor).

RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:Session_LobbyMemberDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyMemberDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:812STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 649772 (clients).

RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:Session_LobbyMemberDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyMemberDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:812STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:812STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:812STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:812STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:812STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:812STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:812STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:812STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:812STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:812STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:812STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:812STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:812STACKSteamMatchMakingService_SteamLobbyDataUpdate (member: 76561198038472838).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:812STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 649772 (GameSaveDescriptor).

RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:Session_LobbyMemberDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyMemberDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:812STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 649772 (clients).

RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:Session_LobbyMemberDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyMemberDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:812STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:812STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:812STACKSteamMatchMakingService_SteamLobbyDataUpdate (member: 76561198038472838).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:813STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 649772 (GameSaveDescriptor).

RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:Session_LobbyMemberDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyMemberDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:813STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 649772 (clients).

RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:Session_LobbyMemberDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyMemberDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:813STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:813STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:813STACKSteamMatchMakingService_SteamLobbyDataUpdate (member: 76561198038472838).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:813STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 649772 (GameSaveDescriptor).

RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:Session_LobbyMemberDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyMemberDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:813STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 649772 (clients).

RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:Session_LobbyMemberDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyMemberDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:813STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:813STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:930STACK[SessionState] SessionState_Opened.Begin()

SessionState:Begin(System.Reflection.ParameterInfo)
SessionState_Opened:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:08:930STACKLobby member data has been set (key: 'Ready', data: 'False').

Amplitude.Unity.Session.Session:SetLobbyMemberData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SessionState_Opened:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:08:931STACKLobby data has been set (key: '_Ready', data: 'False;-1').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SessionState:StopCountdown()
SessionState_Opened:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:08:931STACKLobby data has been set (key: '_GameInProgress', data: 'False').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SessionState_Opened:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:08:931STACKLobby data has been set (key: '__gameserverSteamID', data: '0').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SessionState_Opened:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:08:931STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:931STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:931STACKSteamMatchMakingService_SteamLobbyDataUpdate (member: 76561198038472838).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:931STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 649772 (GameSaveDescriptor).

RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:Session_LobbyMemberDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyMemberDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:931STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 649772 (clients).

RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:Session_LobbyMemberDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyMemberDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:931STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:08:931STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:09:153STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:09:153STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:09:153STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:09:154STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:10:707STACK[SessionState] SessionState_OpenedAndReady.Begin()

SessionState:Begin(System.Reflection.ParameterInfo)
SessionState_OpenedAndReady:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:10:708STACKLobby member data has been set (key: 'Ready', data: 'True').

Amplitude.Unity.Session.Session:SetLobbyMemberData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SessionState_OpenedAndReady:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:10:708STACKLobby data has been set (key: '_Ready', data: 'True;12.0259323120117').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SessionState:StartCountdown(System.Reflection.ParameterInfo)
SessionState_OpenedAndReady:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:10:708STACK[SessionState] SessionState_OpenedAndCounting.Begin()

SessionState:Begin(System.Reflection.ParameterInfo)
SessionState_OpenedAndCounting:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:10:708STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:10:708STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:10:708STACKSteamMatchMakingService_SteamLobbyDataUpdate (member: 76561198038472838).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:10:708STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 649772 (GameSaveDescriptor).

RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:Session_LobbyMemberDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyMemberDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:10:708STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 649772 (clients).

RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:Session_LobbyMemberDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyMemberDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:10:708STACKLobby data has been set (key: '_Ready', data: 'True;12.1174087524414').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SessionState:StartCountdown(System.Reflection.ParameterInfo)
SessionState_OpenedAndCounting:Session_LobbyMemberDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyMemberDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:10:903STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:10:903STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:10:903STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:10:903STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:10:981STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:10:981STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:20:703STACKLobby data has been set (key: '_Launching', data: 'True').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SessionState_OpenedAndCounting:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:24:314STACK[SessionState] SessionState_OpenedAndLaunching.Begin()

SessionState:Begin(System.Reflection.ParameterInfo)
SessionState_OpenedAndLaunching:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:24:314STACKLobby member data has been set (key: 'Ready', data: 'True').

Amplitude.Unity.Session.Session:SetLobbyMemberData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SessionState_OpenedAndLaunching:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:24:314STACKLaunching the game server...

Session:IGameServerLauncher.Launch()
SessionState_OpenedAndLaunching+c__Iterator66F:MoveNext()
Amplitude.Coroutine:Run()
SessionState_OpenedAndLaunching:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:24:314STACKLaunching the game client...

Session:IGameClientLauncher.Launch()
SessionState_OpenedAndLaunching+c__Iterator66F:MoveNext()
Amplitude.Coroutine:Run()
SessionState_OpenedAndLaunching:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:24:314STACKGameServerState_InitializeServer.

GameServerState_InitializeServer:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:24:314STACKSteamGameServer Initialized.

GameServerState_InitializeServer:InitializeServer()
GameServerState_InitializeServer:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:24:314STACKGameClientState_WaitingForServer

GameClientState_WaitingForServer:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:24:314STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:24:314STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:24:315STACKSteamMatchMakingService_SteamLobbyDataUpdate (member: 76561198038472838).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:24:315STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 649772 (GameSaveDescriptor).

RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:Session_LobbyMemberDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyMemberDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:24:315STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 649772 (clients).

RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:Session_LobbyMemberDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyMemberDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:24:315STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:24:315STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:24:315STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:24:315STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:24:516STACKSteamServerCallbacks_SteamServersConnected

Amplitude.Unity.Steam.SteamManager:SteamServerCallbacks_SteamServersConnected(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamGameServer:SteamGameServer_RunCallbacks()
Amplitude.Interop.Steamworks+SteamGameServer:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:24:516STACK----- Serveur Connected -----

GameServerState_InitializeServer:ISteamServerService_SteamServersConnected(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnServerSteamServersConnected(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamServerCallbacks_SteamServersConnected(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamGameServer:SteamGameServer_RunCallbacks()
Amplitude.Interop.Steamworks+SteamGameServer:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:24:553STACK[SessionState] SessionState_OpenedAndLaunched.Begin()

SessionState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:24:553STACK----- READY TO LAUNCH -----

GameServerState_InitializeServer:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:24:603STACKGameServerState_LaunchGame.

GameServerState_LaunchGame:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:24:682STACKWaiting for the ignition of all game ancillaries...

Amplitude.Unity.Game.Game+c__Iterator54:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:24:682STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:24:682STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:24:682STACKLobby data has not been propagated. (key: '__gameserverIP', data: '0').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:24:682STACKLobby data has not been propagated. (key: '__gameserverPort', data: '0').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:24:682STACKLobby data has not been propagated. (key: '__gameserverSteamID', data: '90122807226459140').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:24:682STACKSteamClientCallbacks_LobbyGameCreated

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyGameCreated(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:24:702STACKGameClientState_WaitingForServer, Steam server is valid (0x01402e3736e4e404).

GameClientState_WaitingForServer:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:24:802STACK[Net] [GameServer] Initiate connection to server with steamIDRemote: '0x0110000104a95886', steamIDUser: '0x0110000104a95886'.

GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:24:802STACK[Net] [GameClient] Got initiate connection response from server.

GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:24:802STACK[MP_Progress] Empire#7 0x0110000104a95886

LoadingScreen:MultiplayerProgress_ProgressChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Diagnostics+MultiplayerProgress:SetProgress(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:24:956STACKAll game ancillaries have been ignited.

Amplitude.Unity.Game.Game+c__Iterator54:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:24:956STACKLoading from archive '/Users/robin/Library/Application Support/Endless Legend/Save Files/Kapaku Game 1 - Turn 86.sav'...

GameManager+c__Iterator2B4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:24:956STACKUsing path to archive: '/Users/robin/Library/Application Support/Endless Legend/Save Files/Kapaku Game 1 - Turn 86.sav'

GameManager+c__Iterator2B4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:24:956STACKThe world has been initialized (in 0.000365 second(s)).

Game+c__Iterator2B0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:104STACKGameClientState_ConnectedToServer.

GameClientState_ConnectedToServer:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:25:104STACKGameClientState_Authentication.

GameClientState_Authentication:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:25:104STACK[Net][Auth] TicketHandle=5, TicketLength = 294, Ticket=14000000-ea02e17a-e6b66cb3-8658a904-01001001-826a455c-18000000-01000000-02000000-45775a61-0201a8c0-a580c600-04000000-ee000000-6e000000-04000000-8658a904-01001001-6a690400-45775a61-0e01a8c0-00000000-51893d5c-d138595c-0100474e-02000a00-b28a0400-0000b38a-04000000-f0730500-0000e4b6-05000000-d4570600-0000de57-06000000-eae10600-000004f4-07000000-f0290900-0000eaf6-0a000000-00001828-9ec2d48e-162580b6-d7e39d72-d9962a44-ff3d838d-5fad9c1d-141dad7e-363bf46b-a495a33c-b7e136b8-5aec767f-55452328-36ce134a-5ca6c7d3-8af5ff27-49493b35-1bf86fba-612b8a12-b791cb69-beac6892-2388d012-d4b5d096-64248846-ab4ae649-d4f9946a-af06f443-55bd859e-61dcd009-a968a2b3-a1bef215-b3f8e9ed-9e93

GameClient:Authentify()
GameClientState_Authentication:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:25:357STACKProcessing river 0 of type NormalRiver

World+c__Iterator2C0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:357STACKProcessing river 1 of type NormalRiver

World+c__Iterator2C0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:357STACKProcessing river 2 of type NormalRiver

World+c__Iterator2C0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:357STACKProcessing river 3 of type NormalRiver

World+c__Iterator2C0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:357STACKProcessing river 4 of type NormalRiver

World+c__Iterator2C0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:357STACKProcessing river 5 of type NormalRiver

World+c__Iterator2C0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:357STACKProcessing river 6 of type NormalRiver

World+c__Iterator2C0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:357STACKProcessing river 7 of type NormalRiver

World+c__Iterator2C0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:357STACKProcessing river 8 of type NormalRiver

World+c__Iterator2C0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:357STACKProcessing river 9 of type NormalRiver

World+c__Iterator2C0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:357STACKProcessing river 10 of type NormalRiver

World+c__Iterator2C0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:357STACKProcessing river 11 of type NormalRiver

World+c__Iterator2C0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:357STACKProcessing river 12 of type NormalRiver

World+c__Iterator2C0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:357STACKProcessing river 13 of type NormalRiver

World+c__Iterator2C0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:357STACKProcessing river 14 of type NormalRiver

World+c__Iterator2C0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:357STACKProcessing river 15 of type NormalRiver

World+c__Iterator2C0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:358STACKProcessing river 16 of type NormalRiver

World+c__Iterator2C0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:358STACKProcessing river 17 of type NormalRiver

World+c__Iterator2C0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:358STACKThe world has been loaded (in 0.342014 second(s)).

Game+c__Iterator2B0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:358STACK[Net] [GameServer,Auth] Received auth ticket from: '0x0110000104a95886', with length: 294, ticket = 14000000-ea02e17a-e6b66cb3-8658a904-01001001-826a455c-18000000-01000000-02000000-45775a61-0201a8c0-a580c600-04000000-ee000000-6e000000-04000000-8658a904-01001001-6a690400-45775a61-0e01a8c0-00000000-51893d5c-d138595c-0100474e-02000a00-b28a0400-0000b38a-04000000-f0730500-0000e4b6-05000000-d4570600-0000de57-06000000-eae10600-000004f4-07000000-f0290900-0000eaf6-0a000000-00001828-9ec2d48e-162580b6-d7e39d72-d9962a44-ff3d838d-5fad9c1d-141dad7e-363bf46b-a495a33c-b7e136b8-5aec767f-55452328-36ce134a-5ca6c7d3-8af5ff27-49493b35-1bf86fba-612b8a12-b791cb69-beac6892-2388d012-d4b5d096-64248846-ab4ae649-d4f9946a-af06f443-55bd859e-61dcd009-a968a2b3-a1bef215-b3f8e9ed-9e93.

GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:25:358STACK[Net] [GameServer,Auth] BeginAuthSession succeeded for member: '0x0110000104a95886'.

GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:25:358STACK[MP_Progress] Empire#7 0x0110000104a95886 GameClientState_ConnectedToServer

LoadingScreen:MultiplayerProgress_ProgressChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Diagnostics+MultiplayerProgress:SetProgress(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:25:358STACK[MP_Progress] Empire#7 0x0110000104a95886 GameClientState_Authentication

LoadingScreen:MultiplayerProgress_ProgressChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Diagnostics+MultiplayerProgress:SetProgress(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:25:402STACKThe game ancillary (type of: Cadaster) has been loaded (in 0.00045 second(s)).

Game+c__Iterator2B0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:453STACKThe game ancillary (type of: WorldEffectManager) has been loaded (in 0.000158 second(s)).

Game+c__Iterator2B0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:504STACKThe game ancillary (type of: PlayerRepository) has been loaded (in 5.8E-05 second(s)).

Game+c__Iterator2B0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:504STACKSteamServerCallback_ValidateAuthTicketResponse

Amplitude.Unity.Steam.SteamManager:SteamServerCallback_ValidateAuthTicketResponse(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamGameServer:SteamGameServer_RunCallbacks()
Amplitude.Interop.Steamworks+SteamGameServer:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:25:504STACK[Net][Auth] ValidateAuthTicketResponse OK for member 0x0110000104a95886

GameServer:ISteamServersService_ValidateAuthTicketResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnValidateAuthTicketResponse(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamServerCallback_ValidateAuthTicketResponse(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamGameServer:SteamGameServer_RunCallbacks()
Amplitude.Interop.Steamworks+SteamGameServer:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:42:25:555STACKThe game ancillary (type of: EncounterRepository) has been loaded (in 3.5E-05 second(s)).

Game+c__Iterator2B0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:555STACK[Net] [GameClient,Auth] Received an auth ticket response from server, we're good to go.

GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:25:601STACKThe game ancillary (type of: GameEntityRepository) has been loaded (in 5E-05 second(s)).

Game+c__Iterator2B0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:652STACKThe game ancillary (type of: HeroPool) has been loaded (in 5.1E-05 second(s)).

Game+c__Iterator2B0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:652STACKGameClientState_LaunchGame.

GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:25:653STACK[Dump] GameManager.DumpingMethod = Binary

GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:25:653STACKWaiting for the game server to launch the game...

GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:25:702STACKThe game ancillary (type of: PillarManager) has been loaded (in 5.3E-05 second(s)).

Game+c__Iterator2B0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:702STACK[MP_Progress] Empire#7 0x0110000104a95886 GameClientState_LaunchGame

LoadingScreen:MultiplayerProgress_ProgressChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Diagnostics+MultiplayerProgress:SetProgress(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:25:753STACKThe game ancillary (type of: SeasonManager) has been loaded (in 5.6E-05 second(s)).

Game+c__Iterator2B0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:802STACKCan't get terrain type pathfinding specification named 'Volcano', it is set to default specification 'Default'.

PathfindingManager:InitializeRules()
PathfindingManager+c__Iterator128:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:802STACKCan't get terrain type pathfinding specification named 'LavaPlain', it is set to default specification 'Default'.

PathfindingManager:InitializeRules()
PathfindingManager+c__Iterator128:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:802STACKCan't get terrain type pathfinding specification named 'Badland', it is set to default specification 'Default'.

PathfindingManager:InitializeRules()
PathfindingManager+c__Iterator128:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:853STACKThe pathfinding service is ready.

PathfindingManager:OnPathfindingServiceReady()
PathfindingManager+c__Iterator128:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:853STACKThe game ancillary (type of: PathfindingManager) has been loaded (in 0.074176 second(s)).

Game+c__Iterator2B0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:902STACKThe game ancillary (type of: PlayerControllerRepository) has been loaded (in 5.5E-05 second(s)).

Game+c__Iterator2B0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:25:953STACKThe game ancillary (type of: QuestManager) has been loaded (in 6.1E-05 second(s)).

Game+c__Iterator2B0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:26:002STACKThe game ancillary (type of: VictoryManager) has been loaded (in 5.8E-05 second(s)).

Game+c__Iterator2B0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:26:053STACKThe game ancillary (type of: VisibilityController) has been loaded (in 0.001548 second(s)).

Game+c__Iterator2B0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:26:102STACKThe game ancillary (type of: WorldPositionning) has been loaded (in 0.000739 second(s)).

Game+c__Iterator2B0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:26:153STACKThe game ancillary (type of: Marketplace) has been loaded (in 5.3E-05 second(s)).

Game+c__Iterator2B0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:26:202STACKThe game ancillary (type of: DiplomacyManager) has been loaded (in 5.5E-05 second(s)).

Game+c__Iterator2B0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:26:253STACKThe game ancillary (type of: WorldPositionSimulationEvaluator) has been loaded (in 0.00083 second(s)).

Game+c__Iterator2B0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:26:302STACKThe game ancillary (type of: PingManager) has been loaded (in 5.7E-05 second(s)).

Game+c__Iterator2B0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:26:353STACKThe game ancillary (type of: TutorialManager) has been loaded (in 5.4E-05 second(s)).

Game+c__Iterator2B0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:26:402STACKThe game ancillary (type of: LeechManager) has been loaded (in 5.9E-05 second(s)).

Game+c__Iterator2B0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:26:452STACKThe game ancillary (type of: CooldownManager) has been loaded (in 5.8E-05 second(s)).

Game+c__Iterator2B0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:26:502STACKThe game ancillary (type of: OrbManager) has been loaded (in 5.3E-05 second(s)).

Game+c__Iterator2B0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:26:552STACKThe game ancillary (type of: WeatherManager) has been loaded (in 5.9E-05 second(s)).

Game+c__Iterator2B0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:26:602STACKThe game ancillary (type of: WildlingsManager) has been loaded (in 5.9E-05 second(s)).

Game+c__Iterator2B0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:26:652STACKThe game ancillary (type of: MiragesManager) has been loaded (in 5.4E-05 second(s)).

Game+c__Iterator2B0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:26:702STACKThe game ancillary (type of: TerraformDeviceManager) has been loaded (in 5.8E-05 second(s)).

Game+c__Iterator2B0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:26:752STACKThe game ancillary (type of: MapBoostManager) has been loaded (in 5.8E-05 second(s)).

Game+c__Iterator2B0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:060STACKRegister new contract DiplomaticContract 2224 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 6 State: Refused Revision: 0 ColdWarToPeace Proposer: 2 Provider: 2 Receiver: 6 DestinationState: DiplomaticRelationStatePeace ResourceDeal Proposer: 2 Provider: 6 Receiver: 2 ResourceName: Orb Amount: 31.2 ResourceDeal Proposer: 2 Provider: 6 Receiver: 2 ResourceName: Luxury3 Amount: 4.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:061STACKRegister new contract DiplomaticContract 2281 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 2 State: Signed Revision: 0 CloseBorders Proposer: 1 Provider: 1 Receiver: 2.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:061STACKRegister new contract DiplomaticContract 2348 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 CloseBorders Proposer: 4 Provider: 4 Receiver: 5.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:061STACKRegister new contract DiplomaticContract 2449 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 4 State: Signed Revision: 0 CloseBorders Proposer: 5 Provider: 5 Receiver: 4.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:061STACKRegister new contract DiplomaticContract 2450 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Signed Revision: 0 CloseBorders Proposer: 6 Provider: 6 Receiver: 3.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:061STACKRegister new contract DiplomaticContract 2518 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 4 State: Signed Revision: 0 OpenBorders Proposer: 7 Provider: 4 Receiver: 7 TechnologyDeal Proposer: 7 Provider: 7 Receiver: 4 Technology: TechnologyDefinitionEmpirePoint3 TechnologyDeal Proposer: 7 Provider: 7 Receiver: 4 Technology: TechnologyDefinitionDust3 TechnologyDeal Proposer: 7 Provider: 7 Receiver: 4 Technology: TechnologyDefinitionStrategicExtractionRare.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:061STACKRegister new contract DiplomaticContract 2627 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 1 State: Signed Revision: 0 CloseBorders Proposer: 2 Provider: 2 Receiver: 1.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:061STACKRegister new contract DiplomaticContract 2694 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 1 State: Signed Revision: 0 BlackSpot Proposer: 6 Provider: 6 Receiver: 1.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:061STACKRegister new contract DiplomaticContract 2700 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 2 State: Signed Revision: 0 CloseBorders Proposer: 6 Provider: 6 Receiver: 2.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:061STACKRegister new contract DiplomaticContract 2735 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 5 State: Refused Revision: 0 ColdWarToPeace Proposer: 0 Provider: 0 Receiver: 5 DestinationState: DiplomaticRelationStatePeace.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:061STACKRegister new contract DiplomaticContract 2736 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 6 State: Refused Revision: 0 ColdWarToPeace Proposer: 2 Provider: 2 Receiver: 6 DestinationState: DiplomaticRelationStatePeace.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:062STACKRegister new contract DiplomaticContract 2766 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 2 State: Signed Revision: 0 CloseBorders Proposer: 3 Provider: 3 Receiver: 2.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:062STACKRegister new contract DiplomaticContract 2792 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 CloseBorders Proposer: 4 Provider: 4 Receiver: 0.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:062STACKRegister new contract DiplomaticContract 2800 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 7 State: Signed Revision: 0 CloseBorders Proposer: 4 Provider: 4 Receiver: 7.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:062STACKRegister new contract DiplomaticContract 2943 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 6 State: Signed Revision: 0 BlackSpotNullification Proposer: 1 Provider: 1 Receiver: 6.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:062STACKRegister new contract DiplomaticContract 2944 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 ColdWarToWar Proposer: 5 Provider: 5 Receiver: 0 DestinationState: DiplomaticRelationStateWar.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:062STACKRegister new contract DiplomaticContract 2953 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 4 State: Refused Revision: 0 ColdWarToPeace Proposer: 0 Provider: 0 Receiver: 4 DestinationState: DiplomaticRelationStatePeace.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:062STACKRegister new contract DiplomaticContract 2955 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 4 State: Refused Revision: 0 OpenBorders Proposer: 5 Provider: 5 Receiver: 4 ResourceDeal Proposer: 5 Provider: 4 Receiver: 5 ResourceName: EmpireMoney Amount: 100 ResourceDeal Proposer: 5 Provider: 4 Receiver: 5 ResourceName: Strategic2 Amount: 18.4 ResourceDeal Proposer: 5 Provider: 4 Receiver: 5 ResourceName: Strategic1 Amount: 12.8 ResourceDeal Proposer: 5 Provider: 4 Receiver: 5 ResourceName: Orb Amount: 23.2.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:062STACKRegister new contract DiplomaticContract 3146 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 1 State: Refused Revision: 0 ColdWarToPeace Proposer: 0 Provider: 0 Receiver: 1 DestinationState: DiplomaticRelationStatePeace.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:062STACKRegister new contract DiplomaticContract 3147 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 3 State: Signed Revision: 0 CloseBorders Proposer: 2 Provider: 2 Receiver: 3.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:062STACKRegister new contract DiplomaticContract 3160 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 7 State: Signed Revision: 0 ColdWarToPeace Proposer: 0 Provider: 0 Receiver: 7 DestinationState: DiplomaticRelationStatePeace.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:062STACKRegister new contract DiplomaticContract 3161 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 6 State: Refused Revision: 0 ColdWarToPeace Proposer: 2 Provider: 2 Receiver: 6 DestinationState: DiplomaticRelationStatePeace ResourceDeal Proposer: 2 Provider: 6 Receiver: 2 ResourceName: Strategic4 Amount: 8 ResourceDeal Proposer: 2 Provider: 6 Receiver: 2 ResourceName: Strategic1 Amount: 21.6 ResourceDeal Proposer: 2 Provider: 6 Receiver: 2 ResourceName: Luxury1 Amount: 16.8 ResourceDeal Proposer: 2 Provider: 6 Receiver: 2 ResourceName: Strategic3 Amount: 16.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:063STACKRegister new contract DiplomaticContract 3234 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 MapExchange Proposer: 7 Provider: 7 Receiver: 0.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:063STACKRegister new contract DiplomaticContract 3249 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 6 State: Signed Revision: 0 CloseBorders Proposer: 3 Provider: 3 Receiver: 6.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:063STACKRegister new contract DiplomaticContract 3257 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 6 State: Signed Revision: 0 CloseBorders Proposer: 2 Provider: 2 Receiver: 6.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:063STACKRegister new contract DiplomaticContract 3300 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 4 State: Refused Revision: 0 OpenBorders Proposer: 5 Provider: 5 Receiver: 4 ResourceDeal Proposer: 5 Provider: 4 Receiver: 5 ResourceName: EmpireMoney Amount: 108.8 ResourceDeal Proposer: 5 Provider: 4 Receiver: 5 ResourceName: Strategic3 Amount: 5.6 ResourceDeal Proposer: 5 Provider: 4 Receiver: 5 ResourceName: Strategic2 Amount: 32.8.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:063STACKRegister new contract DiplomaticContract 3337 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 ResearchAgreement Proposer: 7 Provider: 7 Receiver: 0 CommercialAgreement Proposer: 7 Provider: 7 Receiver: 0 TechnologyDeal Proposer: 7 Provider: 7 Receiver: 0 Technology: TechnologyDefinitionEmpirePoint3.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:063STACKRegister new contract DiplomaticContract 3389 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 5 State: Refused Revision: 0 ColdWarToPeace Proposer: 4 Provider: 4 Receiver: 5 DestinationState: DiplomaticRelationStatePeace.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:063STACKRegister new contract DiplomaticContract 3390 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 1 State: Signed Revision: 0 CloseBorders Proposer: 6 Provider: 6 Receiver: 1.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:063STACKRegister new contract DiplomaticContract 3465 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 4 State: Refused Revision: 0 ColdWarToPeace Proposer: 0 Provider: 0 Receiver: 4 DestinationState: DiplomaticRelationStatePeace.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:063STACKRegister new contract DiplomaticContract 3466 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 6 State: Refused Revision: 0 ColdWarToPeace Proposer: 1 Provider: 1 Receiver: 6 DestinationState: DiplomaticRelationStatePeace ResourceDeal Proposer: 1 Provider: 6 Receiver: 1 ResourceName: Luxury8 Amount: 4 ResourceDeal Proposer: 1 Provider: 6 Receiver: 1 ResourceName: Luxury3 Amount: 4 ResourceDeal Proposer: 1 Provider: 6 Receiver: 1 ResourceName: Luxury10 Amount: 4 ResourceDeal Proposer: 1 Provider: 6 Receiver: 1 ResourceName: Luxury7 Amount: 5.6 ResourceDeal Proposer: 1 Provider: 6 Receiver: 1 ResourceName: Strategic4 Amount: 8.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:063STACKRegister new contract DiplomaticContract 3532 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 1 State: Signed Revision: 0 ColdWarToPeace Proposer: 0 Provider: 0 Receiver: 1 DestinationState: DiplomaticRelationStatePeace ResourceDeal Proposer: 0 Provider: 0 Receiver: 1 ResourceName: EmpireMoney Amount: 539 ResourceDeal Proposer: 0 Provider: 0 Receiver: 1 ResourceName: Strategic1 Amount: 4.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:063STACKRegister new contract DiplomaticContract 3541 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 WarToTruce Proposer: 0 Provider: 0 Receiver: 5 DestinationState: DiplomaticRelationStateTruce TechnologyDeal Proposer: 0 Provider: 0 Receiver: 5 Technology: TechnologyDefinitionDust3 TechnologyDeal Proposer: 0 Provider: 0 Receiver: 5 Technology: TechnologyDefinitionDust2.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:063STACKRegister new contract DiplomaticContract 3609 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 ResourceDeal Proposer: 1 Provider: 0 Receiver: 1 ResourceName: Strategic3 Amount: 12 ResourceDeal Proposer: 1 Provider: 1 Receiver: 0 ResourceName: EmpireMoney Amount: 952.8 ResourceDeal Proposer: 1 Provider: 1 Receiver: 0 ResourceName: Orb Amount: 21 TechnologyDeal Proposer: 1 Provider: 1 Receiver: 0 Technology: TechnologyDefinitionLuxuryExtractionCommon TechnologyDeal Proposer: 1 Provider: 1 Receiver: 0 Technology: TechnologyDefinitionIndustry2.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:064STACKRegister new contract DiplomaticContract 3610 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Signed Revision: 0 BlackSpot Proposer: 6 Provider: 6 Receiver: 3.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:064STACKRegister new contract DiplomaticContract 3706 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 1 State: Signed Revision: 0 MarketBan Proposer: 3 Provider: 3 Receiver: 1.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:064STACKRegister new contract DiplomaticContract 3707 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 4 State: Signed Revision: 0 OpenBorders Proposer: 5 Provider: 5 Receiver: 4 ResourceDeal Proposer: 5 Provider: 4 Receiver: 5 ResourceName: EmpireMoney Amount: 157.6 ResourceDeal Proposer: 5 Provider: 4 Receiver: 5 ResourceName: Strategic5 Amount: 8 ResourceDeal Proposer: 5 Provider: 5 Receiver: 4 ResourceName: Strategic2 Amount: 2 ResourceDeal Proposer: 5 Provider: 5 Receiver: 4 ResourceName: Strategic4 Amount: 8.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:064STACKRegister new contract DiplomaticContract 3772 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 ColdWarToPeace Proposer: 4 Provider: 4 Receiver: 5 DestinationState: DiplomaticRelationStatePeace ResourceDeal Proposer: 4 Provider: 4 Receiver: 5 ResourceName: EmpireMoney Amount: 64 ResourceDeal Proposer: 4 Provider: 4 Receiver: 5 ResourceName: Strategic1 Amount: 19 ResourceDeal Proposer: 4 Provider: 4 Receiver: 5 ResourceName: Strategic2 Amount: 23 ResourceDeal Proposer: 4 Provider: 4 Receiver: 5 ResourceName: Strategic3 Amount: 14 ResourceDeal Proposer: 4 Provider: 4 Receiver: 5 ResourceName: Strategic4 Amount: 7.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:064STACKRegister new contract DiplomaticContract 3979 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 6 State: Signed Revision: 0 CloseBorders Proposer: 1 Provider: 1 Receiver: 6.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:064STACKRegister new contract DiplomaticContract 3980 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 CloseBorders Proposer: 6 Provider: 6 Receiver: 5.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:064STACKRegister new contract DiplomaticContract 4041 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 2 State: Refused Revision: 0 ColdWarToPeace Proposer: 1 Provider: 1 Receiver: 2 DestinationState: DiplomaticRelationStatePeace ResourceDeal Proposer: 1 Provider: 2 Receiver: 1 ResourceName: Orb Amount: 7.2 ResourceDeal Proposer: 1 Provider: 2 Receiver: 1 ResourceName: Strategic4 Amount: 11.2.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:064STACKRegister new contract DiplomaticContract 4042 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 CloseBorders Proposer: 3 Provider: 3 Receiver: 0.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:064STACKRegister new contract DiplomaticContract 4043 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 CloseBorders Proposer: 5 Provider: 5 Receiver: 0.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:064STACKRegister new contract DiplomaticContract 4172 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 1 State: Signed Revision: 0 MapExchange Proposer: 0 Provider: 0 Receiver: 1 ResourceDeal Proposer: 0 Provider: 0 Receiver: 1 ResourceName: EmpireMoney Amount: 260.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:064STACKRegister new contract DiplomaticContract 4173 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 0 State: Refused Revision: 0 ResourceDeal Proposer: 1 Provider: 0 Receiver: 1 ResourceName: EmpireMoney Amount: 714 VisionAndMapExchange Proposer: 1 Provider: 1 Receiver: 0 ResourceDeal Proposer: 1 Provider: 1 Receiver: 0 ResourceName: Strategic6 Amount: 5 ResourceDeal Proposer: 1 Provider: 1 Receiver: 0 ResourceName: Luxury2 Amount: 19 ResourceDeal Proposer: 1 Provider: 1 Receiver: 0 ResourceName: Luxury3 Amount: 12 ResourceDeal Proposer: 1 Provider: 1 Receiver: 0 ResourceName: Luxury9 Amount: 7.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:064STACKRegister new contract DiplomaticContract 4174 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 7 State: Signed Revision: 0 ColdWarToWar Proposer: 5 Provider: 5 Receiver: 7 DestinationState: DiplomaticRelationStateWar.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:065STACKRegister new contract DiplomaticContract 4235 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 3 State: Signed Revision: 0 MarketBanNullification Proposer: 1 Provider: 1 Receiver: 3.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:065STACKRegister new contract DiplomaticContract 4236 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 1 State: Signed Revision: 0 CloseBorders Proposer: 4 Provider: 4 Receiver: 1.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:065STACKRegister new contract DiplomaticContract 4237 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 6 State: Signed Revision: 0 CloseBorders Proposer: 5 Provider: 5 Receiver: 6.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:065STACKRegister new contract DiplomaticContract 4314 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 4 State: Refused Revision: 0 ColdWarToPeace Proposer: 1 Provider: 1 Receiver: 4 DestinationState: DiplomaticRelationStatePeace ResourceDeal Proposer: 1 Provider: 4 Receiver: 1 ResourceName: Strategic5 Amount: 9.6 ResourceDeal Proposer: 1 Provider: 4 Receiver: 1 ResourceName: Strategic3 Amount: 15.2 ResourceDeal Proposer: 1 Provider: 4 Receiver: 1 ResourceName: Strategic4 Amount: 15.2 ResourceDeal Proposer: 1 Provider: 4 Receiver: 1 ResourceName: Luxury8 Amount: 7.2 ResourceDeal Proposer: 1 Provider: 4 Receiver: 1 ResourceName: Luxury1 Amount: 8.8 ResourceDeal Proposer: 1 Provider: 4 Receiver: 1 ResourceName: Luxury11 Amount: 5.6.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:065STACKRegister new contract DiplomaticContract 4316 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 6 State: Signed Revision: 0 BlackSpotNullification Proposer: 3 Provider: 3 Receiver: 6.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:065STACKRegister new contract DiplomaticContract 4319 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 4 State: Signed Revision: 0 CloseBorders Proposer: 1 Provider: 1 Receiver: 4.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:065STACKRegister new contract DiplomaticContract 4372 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 7 State: Signed Revision: 0 PeaceToColdWar Proposer: 0 Provider: 0 Receiver: 7 DestinationState: DiplomaticRelationStateColdWar.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:065STACKRegister new contract DiplomaticContract 4374 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 4 State: Signed Revision: 0 CloseBorders Proposer: 5 Provider: 5 Receiver: 4.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:065STACKRegister new contract DiplomaticContract 4375 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 1 State: Signed Revision: 0 BlackSpot Proposer: 6 Provider: 6 Receiver: 1.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:065STACKRegister new contract DiplomaticContract 4419 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 2 State: Refused Revision: 0 ColdWarToPeace Proposer: 1 Provider: 1 Receiver: 2 DestinationState: DiplomaticRelationStatePeace ResourceDeal Proposer: 1 Provider: 2 Receiver: 1 ResourceName: Orb Amount: 14.4 ResourceDeal Proposer: 1 Provider: 2 Receiver: 1 ResourceName: Luxury2 Amount: 5.6 ResourceDeal Proposer: 1 Provider: 2 Receiver: 1 ResourceName: Luxury5 Amount: 9.6 ResourceDeal Proposer: 1 Provider: 2 Receiver: 1 ResourceName: EmpireMoney Amount: 382.4.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:065STACKRegister new contract DiplomaticContract 4420 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 1 State: Signed Revision: 0 MarketBan Proposer: 3 Provider: 3 Receiver: 1.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:066STACKRegister new contract DiplomaticContract 4421 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 PeaceToColdWar Proposer: 4 Provider: 4 Receiver: 5 DestinationState: DiplomaticRelationStateColdWar.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:066STACKRegister new contract DiplomaticContract 4428 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 2 State: Signed Revision: 0 MarketBan Proposer: 3 Provider: 3 Receiver: 2.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:066STACKRegister new contract DiplomaticContract 4494 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 2 State: Signed Revision: 0 ColdWarToWar Proposer: 6 Provider: 6 Receiver: 2 DestinationState: DiplomaticRelationStateWar.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:066STACKRegister new contract DiplomaticContract 4716 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 CloseBorders Proposer: 0 Provider: 0 Receiver: 5.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:066STACKRegister new contract DiplomaticContract 4717 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 4 State: Refused Revision: 0 ColdWarToPeace Proposer: 1 Provider: 1 Receiver: 4 DestinationState: DiplomaticRelationStatePeace ResourceDeal Proposer: 1 Provider: 4 Receiver: 1 ResourceName: Strategic5 Amount: 16.8 ResourceDeal Proposer: 1 Provider: 4 Receiver: 1 ResourceName: Strategic4 Amount: 29.6 ResourceDeal Proposer: 1 Provider: 4 Receiver: 1 ResourceName: Strategic3 Amount: 32 ResourceDeal Proposer: 1 Provider: 4 Receiver: 1 ResourceName: Luxury8 Amount: 12 ResourceDeal Proposer: 1 Provider: 4 Receiver: 1 ResourceName: Luxury1 Amount: 12.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:066STACKRegister new contract DiplomaticContract 4778 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 6 State: Signed Revision: 0 BlackSpotNullification Proposer: 1 Provider: 1 Receiver: 6.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:066STACKRegister new contract DiplomaticContract 4812 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Signed Revision: 0 BlackSpot Proposer: 6 Provider: 6 Receiver: 3.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:066STACKRegister new contract DiplomaticContract 4815 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 5 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:066STACKRegister new contract DiplomaticContract 4837 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 PeaceToColdWar Proposer: 1 Provider: 1 Receiver: 0 DestinationState: DiplomaticRelationStateColdWar.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:066STACKRegister new contract DiplomaticContract 4838 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 1 State: Signed Revision: 0 MarketBanRemoval Proposer: 3 Provider: 3 Receiver: 1 ResourceDeal Proposer: 3 Provider: 1 Receiver: 3 ResourceName: Strategic6 Amount: 18.4.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:066STACKRegister new contract DiplomaticContract 4921 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 MarketBan Proposer: 3 Provider: 3 Receiver: 0.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:066STACKRegister new contract DiplomaticContract 4928 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 2 State: Refused Revision: 0 MarketBanRemoval Proposer: 3 Provider: 3 Receiver: 2 ResourceDeal Proposer: 3 Provider: 2 Receiver: 3 ResourceName: Orb Amount: 10.4 ResourceDeal Proposer: 3 Provider: 2 Receiver: 3 ResourceName: EmpireMoney Amount: 540.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:067STACKRegister new contract DiplomaticContract 5010 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 2 State: Refused Revision: 0 OpenBorders Proposer: 1 Provider: 1 Receiver: 2 ResourceDeal Proposer: 1 Provider: 2 Receiver: 1 ResourceName: Strategic4 Amount: 7.2 ResourceDeal Proposer: 1 Provider: 2 Receiver: 1 ResourceName: Strategic3 Amount: 12.8 ResourceDeal Proposer: 1 Provider: 2 Receiver: 1 ResourceName: EmpireMoney Amount: 469.6.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:067STACKRegister new contract DiplomaticContract 5011 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 3 State: Signed Revision: 0 MarketBanNullification Proposer: 2 Provider: 2 Receiver: 3.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:067STACKRegister new contract DiplomaticContract 5012 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 4 State: Signed Revision: 0 MarketBan Proposer: 3 Provider: 3 Receiver: 4.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:067STACKRegister new contract DiplomaticContract 5095 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 5 State: Negotiation Revision: 0 WarToTruce Proposer: 7 Provider: 7 Receiver: 5 DestinationState: DiplomaticRelationStateTruce.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:067STACKRegister new contract DiplomaticContract 5122 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 4 State: Signed Revision: 0 ColdWarToWar Proposer: 0 Provider: 0 Receiver: 4 DestinationState: DiplomaticRelationStateWar.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:067STACKRegister new contract DiplomaticContract 5123 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 6 State: Signed Revision: 0 BlackSpotNullification Proposer: 3 Provider: 3 Receiver: 6.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:067STACKRegister new contract DiplomaticContract 5124 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 5 State: Refused Revision: 0 ColdWarToPeace Proposer: 4 Provider: 4 Receiver: 5 DestinationState: DiplomaticRelationStatePeace ResourceDeal Proposer: 4 Provider: 5 Receiver: 4 ResourceName: Orb Amount: 14.4 ResourceDeal Proposer: 4 Provider: 5 Receiver: 4 ResourceName: Luxury6 Amount: 6.4 ResourceDeal Proposer: 4 Provider: 5 Receiver: 4 ResourceName: Luxury11 Amount: 6.4 ResourceDeal Proposer: 4 Provider: 5 Receiver: 4 ResourceName: EmpireMoney Amount: 392.8.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:067STACKRegister new contract DiplomaticContract 5137 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 1 State: Refused Revision: 0 ColdWarToPeace Proposer: 4 Provider: 4 Receiver: 1 DestinationState: DiplomaticRelationStatePeace.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:067STACKRegister new contract DiplomaticContract 5142 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 7 State: Signed Revision: 0 ColdWarToPeace Proposer: 4 Provider: 4 Receiver: 7 DestinationState: DiplomaticRelationStatePeace.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:067STACKRegister new contract DiplomaticContract 5207 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 7 State: Refused Revision: 0 AskToDeclareWar Proposer: 4 Provider: 7 Receiver: 4 OpenBorders Proposer: 4 Provider: 4 Receiver: 7 ResourceDeal Proposer: 4 Provider: 4 Receiver: 7 ResourceName: Strategic5 Amount: 12.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:067STACKRegister new contract DiplomaticContract 5208 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 4 State: Refused Revision: 0 PrisonerDeal Proposer: 5 Provider: 4 Receiver: 5 UnitGuid: 2027 TechnologyDeal Proposer: 5 Provider: 5 Receiver: 4 Technology: TechnologyDefinitionDefense1.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:067STACKRegister new contract DiplomaticContract 5209 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 2 State: Signed Revision: 0 BlackSpot Proposer: 6 Provider: 6 Receiver: 2.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:067STACKRegister new contract DiplomaticContract 5460 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 2 State: Refused Revision: 0 PrisonerDeal Proposer: 3 Provider: 2 Receiver: 3 UnitGuid: 2544 ResourceDeal Proposer: 3 Provider: 3 Receiver: 2 ResourceName: Strategic6 Amount: 22.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:068STACKRegister new contract DiplomaticContract 5461 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 3 State: Signed Revision: 0 CloseBorders Proposer: 5 Provider: 5 Receiver: 3.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:068STACKRegister new contract DiplomaticContract 5462 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 CloseBorders Proposer: 6 Provider: 6 Receiver: 0.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:068STACKRegister new contract DiplomaticContract 5575 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 3 State: Refused Revision: 0 PrisonerDeal Proposer: 2 Provider: 2 Receiver: 3 UnitGuid: 2544 ResourceDeal Proposer: 2 Provider: 3 Receiver: 2 ResourceName: EmpireMoney Amount: 3285.6 ResourceDeal Proposer: 2 Provider: 3 Receiver: 2 ResourceName: Strategic6 Amount: 40.8 ResourceDeal Proposer: 2 Provider: 3 Receiver: 2 ResourceName: Strategic3 Amount: 104.8 ResourceDeal Proposer: 2 Provider: 3 Receiver: 2 ResourceName: Strategic1 Amount: 31.2 ResourceDeal Proposer: 2 Provider: 3 Receiver: 2 ResourceName: Strategic4 Amount: 44.8 ResourceDeal Proposer: 2 Provider: 3 Receiver: 2 ResourceName: Luxury1 Amount: 12.8.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:068STACKRegister new contract DiplomaticContract 5576 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 1 State: Signed Revision: 0 MarketBan Proposer: 3 Provider: 3 Receiver: 1.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:068STACKRegister new contract DiplomaticContract 5582 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 6 State: Signed Revision: 0 MarketBan Proposer: 3 Provider: 3 Receiver: 6.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:068STACKRegister new contract DiplomaticContract 5668 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 5 State: Refused Revision: 0 OpenBorders Proposer: 0 Provider: 0 Receiver: 5 ResourceDeal Proposer: 0 Provider: 5 Receiver: 0 ResourceName: EmpireMoney Amount: 495.2 ResourceDeal Proposer: 0 Provider: 5 Receiver: 0 ResourceName: Strategic5 Amount: 6.4 ResourceDeal Proposer: 0 Provider: 5 Receiver: 0 ResourceName: Strategic3 Amount: 25.6 ResourceDeal Proposer: 0 Provider: 5 Receiver: 0 ResourceName: Orb Amount: 12.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:068STACKRegister new contract DiplomaticContract 5669 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 MarketBanRemoval Proposer: 3 Provider: 3 Receiver: 0 ResourceDeal Proposer: 3 Provider: 0 Receiver: 3 ResourceName: Orb Amount: 2.4 ResourceDeal Proposer: 3 Provider: 0 Receiver: 3 ResourceName: Luxury9 Amount: 10.4.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:068STACKRegister new contract DiplomaticContract 5670 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 1 State: Refused Revision: 0 ColdWarToPeace Proposer: 4 Provider: 4 Receiver: 1 DestinationState: DiplomaticRelationStatePeace ResourceDeal Proposer: 4 Provider: 1 Receiver: 4 ResourceName: Strategic6 Amount: 19.2 ResourceDeal Proposer: 4 Provider: 1 Receiver: 4 ResourceName: EmpireMoney Amount: 2581.6 ResourceDeal Proposer: 4 Provider: 1 Receiver: 4 ResourceName: Luxury3 Amount: 38.4 ResourceDeal Proposer: 4 Provider: 1 Receiver: 4 ResourceName: Strategic5 Amount: 19.2 ResourceDeal Proposer: 4 Provider: 1 Receiver: 4 ResourceName: Luxury2 Amount: 31.2 ResourceDeal Proposer: 4 Provider: 1 Receiver: 4 ResourceName: Orb Amount: 18.4.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:068STACKRegister new contract DiplomaticContract 5759 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 4 State: Ignored Revision: 0 MarketBanRemoval Proposer: 3 Provider: 3 Receiver: 4 ResourceDeal Proposer: 3 Provider: 4 Receiver: 3 ResourceName: EmpireMoney Amount: 630.4.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:068STACKRegister new contract DiplomaticContract 5760 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 3 State: Signed Revision: 0 MarketBanNullification Proposer: 4 Provider: 4 Receiver: 3.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:068STACKRegister new contract DiplomaticContract 5761 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 2 State: Refused Revision: 0 WarToTruce Proposer: 6 Provider: 6 Receiver: 2 DestinationState: DiplomaticRelationStateTruce TechnologyDeal Proposer: 6 Provider: 6 Receiver: 2 Technology: TechnologyDefinitionColossusDust TechnologyDeal Proposer: 6 Provider: 6 Receiver: 2 Technology: TechnologyDefinitionWeaponCommonTier2.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:068STACKRegister new contract DiplomaticContract 5767 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 6 State: Signed Revision: 0 CloseBorders Proposer: 4 Provider: 4 Receiver: 6.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:068STACKRegister new contract DiplomaticContract 5846 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 6 State: Signed Revision: 0 BlackSpotNullification Proposer: 2 Provider: 2 Receiver: 6.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:069STACKRegister new contract DiplomaticContract 5848 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 5 State: Refused Revision: 0 PrisonerDeal Proposer: 4 Provider: 4 Receiver: 5 UnitGuid: 2027 ResourceDeal Proposer: 4 Provider: 5 Receiver: 4 ResourceName: EmpireMoney Amount: 659.2 ResourceDeal Proposer: 4 Provider: 5 Receiver: 4 ResourceName: Orb Amount: 12 ResourceDeal Proposer: 4 Provider: 5 Receiver: 4 ResourceName: Strategic3 Amount: 26.4 ResourceDeal Proposer: 4 Provider: 5 Receiver: 4 ResourceName: Luxury6 Amount: 8.8 ResourceDeal Proposer: 4 Provider: 5 Receiver: 4 ResourceName: Strategic5 Amount: 6.4 ResourceDeal Proposer: 4 Provider: 5 Receiver: 4 ResourceName: Luxury11 Amount: 6.4.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:069STACKRegister new contract DiplomaticContract 5928 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 4 State: Refused Revision: 0 OpenBorders Proposer: 1 Provider: 1 Receiver: 4 ResourceDeal Proposer: 1 Provider: 4 Receiver: 1 ResourceName: EmpireMoney Amount: 741.6 ResourceDeal Proposer: 1 Provider: 4 Receiver: 1 ResourceName: Orb Amount: 6.4 ResourceDeal Proposer: 1 Provider: 4 Receiver: 1 ResourceName: Luxury7 Amount: 16.8 ResourceDeal Proposer: 1 Provider: 4 Receiver: 1 ResourceName: Luxury10 Amount: 24 ResourceDeal Proposer: 1 Provider: 4 Receiver: 1 ResourceName: Strategic5 Amount: 39.2.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:069STACKRegister new contract DiplomaticContract 5929 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 1 State: Signed Revision: 0 BlackSpot Proposer: 6 Provider: 6 Receiver: 1.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:069STACKRegister new contract DiplomaticContract 5932 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:069STACKRegister new contract DiplomaticContract 6189 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 3 State: Signed Revision: 0 MarketBanNullification Proposer: 1 Provider: 1 Receiver: 3.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:069STACKRegister new contract DiplomaticContract 6190 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 MarketBan Proposer: 3 Provider: 3 Receiver: 0.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:069STACKRegister new contract DiplomaticContract 6275 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 6 State: Signed Revision: 0 BlackSpotNullification Proposer: 1 Provider: 1 Receiver: 6.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:069STACKRegister new contract DiplomaticContract 6409 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 4 State: Refused Revision: 0 PrisonerDeal Proposer: 5 Provider: 4 Receiver: 5 UnitGuid: 2027 ResourceDeal Proposer: 5 Provider: 5 Receiver: 4 ResourceName: EmpireMoney Amount: 474.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:069STACKRegister new contract DiplomaticContract 6410 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 BlackSpot Proposer: 6 Provider: 6 Receiver: 0.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:069STACKRegister new contract DiplomaticContract 6476 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 0 State: Signed Revision: 0 ColdWarToWar Proposer: 1 Provider: 1 Receiver: 0 DestinationState: DiplomaticRelationStateWar.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:069STACKRegister new contract DiplomaticContract 6477 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 4 State: Signed Revision: 0 MarketBan Proposer: 3 Provider: 3 Receiver: 4.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:069STACKRegister new contract DiplomaticContract 6488 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 5 State: Refused Revision: 0 ColdWarToPeace Proposer: 0 Provider: 0 Receiver: 5 DestinationState: DiplomaticRelationStatePeace.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:069STACKRegister new contract DiplomaticContract 6494 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 7 State: Signed Revision: 0 ColdWarToPeace Proposer: 0 Provider: 0 Receiver: 7 DestinationState: DiplomaticRelationStatePeace.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:070STACKRegister new contract DiplomaticContract 6564 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 7 State: Signed Revision: 0 AskToDeclareWar Proposer: 0 Provider: 7 Receiver: 0 ResourceDeal Proposer: 0 Provider: 0 Receiver: 7 ResourceName: Strategic3 Amount: 50.4 ResourceDeal Proposer: 0 Provider: 0 Receiver: 7 ResourceName: Strategic1 Amount: 18.4.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:070STACKRegister new contract DiplomaticContract 6566 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 6 State: Negotiation Revision: 0 MarketBanRemoval Proposer: 3 Provider: 3 Receiver: 6.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:070STACKRegister new contract DiplomaticContract 6567 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 3 State: Negotiation Revision: 0 ColdWarToPeace Proposer: 4 Provider: 4 Receiver: 3 DestinationState: DiplomaticRelationStatePeace.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:070STACKRegister new contract DiplomaticContract 6568 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 2 State: Refused Revision: 0 WarToTruce Proposer: 6 Provider: 6 Receiver: 2 DestinationState: DiplomaticRelationStateTruce TechnologyDeal Proposer: 6 Provider: 6 Receiver: 2 Technology: TechnologyDefinitionColossusDust TechnologyDeal Proposer: 6 Provider: 6 Receiver: 2 Technology: TechnologyDefinitionArmorCommonTier2.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:070STACKRegister new contract DiplomaticContract 6612 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 4 State: Refused Revision: 0 ColdWarToPeace Proposer: 1 Provider: 1 Receiver: 4 DestinationState: DiplomaticRelationStatePeace ResourceDeal Proposer: 1 Provider: 4 Receiver: 1 ResourceName: Strategic5 Amount: 44.8 ResourceDeal Proposer: 1 Provider: 4 Receiver: 1 ResourceName: EmpireMoney Amount: 838.4 ResourceDeal Proposer: 1 Provider: 4 Receiver: 1 ResourceName: Luxury15 Amount: 23.2.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:070STACKRegister new contract DiplomaticContract 6652 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 6 State: Signed Revision: 0 BlackSpotNullification Proposer: 0 Provider: 0 Receiver: 6.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:070STACKRegister new contract DiplomaticContract 6653 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 1 State: Signed Revision: 0 ColdWarToWar Proposer: 2 Provider: 2 Receiver: 1 DestinationState: DiplomaticRelationStateWar.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:070STACKRegister new contract DiplomaticContract 6655 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 1 State: Signed Revision: 0 MarketBan Proposer: 3 Provider: 3 Receiver: 1.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:070STACKRegister new contract DiplomaticContract 6656 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 1 State: Refused Revision: 0 ColdWarToPeace Proposer: 4 Provider: 4 Receiver: 1 DestinationState: DiplomaticRelationStatePeace ResourceDeal Proposer: 4 Provider: 1 Receiver: 4 ResourceName: EmpireMoney Amount: 1744 ResourceDeal Proposer: 4 Provider: 1 Receiver: 4 ResourceName: Strategic1 Amount: 44.8 ResourceDeal Proposer: 4 Provider: 1 Receiver: 4 ResourceName: Strategic3 Amount: 64 ResourceDeal Proposer: 4 Provider: 1 Receiver: 4 ResourceName: Luxury12 Amount: 26.4 ResourceDeal Proposer: 4 Provider: 1 Receiver: 4 ResourceName: Luxury9 Amount: 43.2 ResourceDeal Proposer: 4 Provider: 1 Receiver: 4 ResourceName: Luxury3 Amount: 48.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:070STACKRegister new contract DiplomaticContract 6663 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 5 State: Refused Revision: 0 ColdWarToPeace Proposer: 1 Provider: 1 Receiver: 5 DestinationState: DiplomaticRelationStatePeace ResourceDeal Proposer: 1 Provider: 5 Receiver: 1 ResourceName: Orb Amount: 4.8.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:070STACKRegister new contract DiplomaticContract 6725 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 4 State: Refused Revision: 0 WarToTruce Proposer: 0 Provider: 0 Receiver: 4 DestinationState: DiplomaticRelationStateTruce TechnologyDeal Proposer: 0 Provider: 0 Receiver: 4 Technology: TechnologyDefinitionConstructionBuyout.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:070STACKRegister new contract DiplomaticContract 6762 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 MarketBan Proposer: 3 Provider: 3 Receiver: 5.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:070STACKRegister new contract DiplomaticContract 6764 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 4 State: Signed Revision: 0 BlackSpot Proposer: 6 Provider: 6 Receiver: 4.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:071STACKRegister new contract DiplomaticContract 6854 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 3 State: Negotiation Revision: 0 PrisonerDeal Proposer: 2 Provider: 2 Receiver: 3 UnitGuid: 2544.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:071STACKRegister new contract DiplomaticContract 6917 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 4 State: Signed Revision: 0 ResearchAgreement Proposer: 7 Provider: 7 Receiver: 4 CommercialAgreement Proposer: 7 Provider: 7 Receiver: 4 TechnologyDeal Proposer: 7 Provider: 7 Receiver: 4 Technology: TechnologyDefinitionConstructionBuyout.

DiplomacyManager:Register(System.Reflection.ParameterInfo)
DiplomacyManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:ReadXml(System.Reflection.ParameterInfo)
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:071STACKLoad game with difficulty Hard and speed Fast.

Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:071STACKCannot add a simulation object twice to the same parent, ignoring...

Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:071STACKCannot add a simulation object twice to the same parent, ignoring...

Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:071STACKCannot add a simulation object twice to the same parent, ignoring...

Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:071STACKCannot add a simulation object twice to the same parent, ignoring...

Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:071STACKCannot add a simulation object twice to the same parent, ignoring...

Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:071STACKCannot add a simulation object twice to the same parent, ignoring...

Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:071STACKCannot add a simulation object twice to the same parent, ignoring...

Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:071STACKCannot add a simulation object twice to the same parent, ignoring...

Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:071STACKCannot add a simulation object twice to the same parent, ignoring...

Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:071STACKCannot add a simulation object twice to the same parent, ignoring...

Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:071STACKCannot add a simulation object twice to the same parent, ignoring...

Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:071STACKCannot add a simulation object twice to the same parent, ignoring...

Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:071STACKCannot add a simulation object twice to the same parent, ignoring...

Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:071STACKCannot add a simulation object twice to the same parent, ignoring...

Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:071STACKSetting up ELCP settings ...

ELCPUtilities:SetupELCPSettings()
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:071STACKPeacePointRulseset is True

ELCPUtilities:SetupELCPSettings()
Game+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:071STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager+c__Iterator177:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:071STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 0

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager+c__Iterator177:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:072STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 0

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager+c__Iterator177:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:072STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 0

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager+c__Iterator177:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:072STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 0

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager+c__Iterator177:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:072STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 0

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager+c__Iterator177:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:072STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 1

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager+c__Iterator177:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:072STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 1

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager+c__Iterator177:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:072STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 1

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager+c__Iterator177:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:072STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 1

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager+c__Iterator177:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:072STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 1

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager+c__Iterator177:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:072STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 3

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager+c__Iterator177:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:072STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 3

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager+c__Iterator177:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:072STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 3

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager+c__Iterator177:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:072STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 3

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager+c__Iterator177:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:072STACK[Quest] Adding global quest variable: $Global_InspectedVictoryQuestPOI = PointOfInterest for empire 3

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator_InteractWith:UpdateTargetQuestVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator_InteractWith:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager+c__Iterator177:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:072STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager+c__Iterator177:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:072STACKRegistering new data (name: NumberOfLandRegions, value: 27)

VictoryManager+d__0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:072STACKCan't get network statistic (name: 'FINAL_QUEST_COMPLETED_FACTIONREPLICANTS').

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
GoogleAnalyticsManager:SendSessionMetrics()
GoogleAnalyticsManager:GameService_CreateGameComplete(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnCreateGameComplete(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator57:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:073STACKCan't get network statistic (name: 'FINAL_QUEST_COMPLETED_FACTIONWINTERSHIFTERS').

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
GoogleAnalyticsManager:SendSessionMetrics()
GoogleAnalyticsManager:GameService_CreateGameComplete(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnCreateGameComplete(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator57:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:073STACKCan't get network statistic (name: 'FINAL_QUEST_COMPLETED_FACTIONSEADEMONS').

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
GoogleAnalyticsManager:SendSessionMetrics()
GoogleAnalyticsManager:GameService_CreateGameComplete(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnCreateGameComplete(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator57:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:073STACKCan't get network statistic (name: 'FINAL_QUEST_COMPLETED_FACTIONFLAMES').

Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo)
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo)
GoogleAnalyticsManager:SendSessionMetrics()
GoogleAnalyticsManager:GameService_CreateGameComplete(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnCreateGameComplete(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator57:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:073STACKThe game interface (GameServer) has recieved the game change notification: 'Created'.

GameInterface:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator57:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:073STACKThe game interface (GameClient) has recieved the game change notification: 'Created'.

GameInterface:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator57:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:073STACKGameServerState_GameLaunchedAndReady.

GameServerState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:41:073STACKGameClientState_GameLaunched.

GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:41:073STACK[PlayerRepository] Player 'AI#0' has been registered (AI/Local) on Empire #0.

PlayerRepository:Register(System.Reflection.ParameterInfo)
MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:41:073STACK[PlayerRepository] Player 'AI#1' has been registered (AI/Local) on Empire #1.

PlayerRepository:Register(System.Reflection.ParameterInfo)
MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:41:073STACK[PlayerRepository] Player 'AI#2' has been registered (AI/Local) on Empire #2.

PlayerRepository:Register(System.Reflection.ParameterInfo)
MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:41:073STACK[PlayerRepository] Player 'AI#3' has been registered (AI/Local) on Empire #3.

PlayerRepository:Register(System.Reflection.ParameterInfo)
MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:41:073STACK[PlayerRepository] Player 'AI#4' has been registered (AI/Local) on Empire #4.

PlayerRepository:Register(System.Reflection.ParameterInfo)
MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:41:073STACK[PlayerRepository] Player 'AI#5' has been registered (AI/Local) on Empire #5.

PlayerRepository:Register(System.Reflection.ParameterInfo)
MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:41:073STACK[PlayerRepository] Player 'AI#6' has been registered (AI/Local) on Empire #6.

PlayerRepository:Register(System.Reflection.ParameterInfo)
MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:41:073STACK[PlayerRepository] Player 'Robin Claassen' has been registered (Human/Local) on Empire #7.

PlayerRepository:Register(System.Reflection.ParameterInfo)
MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:41:074STACKChanging the active player controller from 'null' to 'Empire#7'.

PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:41:555STACKDestroying the outgame view scene to free some resources. (switching to 'WorldView')

OutGameView:UnloadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

23:42:41:555STACK[MP_Progress] Empire#7 0x0110000104a95886 GameClientState_GameLaunched

LoadingScreen:MultiplayerProgress_ProgressChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Diagnostics+MultiplayerProgress:SetProgress(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:42:41:752STACKLoading the world view... loading the camera controller...

WorldView+c__Iterator6F1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:752STACKLoading the world view... loading the world renderer...

WorldView+c__Iterator6F1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:752STACKLoading the world view... complete!

WorldView+c__Iterator6F1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:852STACKCamera controller set!

WorldView:Focus(System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager+c__Iterator9D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:852STACKInitializing the render view technique...

WorldView+c__Iterator6F3:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldView:ReloadWorldViewTechnique(System.Reflection.ParameterInfo)
WorldView:Focus(System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager+c__Iterator9D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:41:852STACKWaiting for the ignition of all world view technique ancillaries...

WorldViewTechnique+c__Iterator6C1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldView:ReloadWorldViewTechnique(System.Reflection.ParameterInfo)
WorldView:Focus(System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager+c__Iterator9D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:42:809STACKAll world view technique ancillaries have been ignited.

WorldViewTechnique+c__Iterator6C1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:42:809STACKGeometry is not uptodate : TerrainTypeVersion = 159, atlas version = 165

DefaultWorldViewTechnique:CheckWorldDataUpToDate(System.Reflection.ParameterInfo)
DefaultWorldViewTechnique+c__Iterator6C7:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:42:851STACKstartInfo.FileName = /Users/robin/Library/Application Support/Steam/steamapps/common/Endless Legend/EndlessLegend.app/Contents/Public/WorldGenerator/Amplitude.WorldGenerator.exe

WorldGenerator:CreateStartInfo()
WorldGenerator+c__Iterator2C7:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:42:852STACKstartInfo.WorkingDirectory = /Users/robin/Library/Application Support/Steam/steamapps/common/Endless Legend/EndlessLegend.app/Contents/Public/WorldGenerator/

WorldGenerator:CreateStartInfo()
WorldGenerator+c__Iterator2C7:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:42:852STACKstartInfo.Arguments = -config "/Users/robin/Library/Application Support/Endless Legend/Temporary Files/WorldGeneratorConfiguration.xml"

WorldGenerator:CreateStartInfo()
WorldGenerator+c__Iterator2C7:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:42:852STACKUsing embedded world generation because the command line contains the "-useembedded" directive.

WorldGenerator+c__Iterator2C7:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:43:001STACK[WorldGenerator] [Report?ProcessSettings]

WorldGenerator:PrintLogData()
WorldGenerator+c__Iterator2C7:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:43:102STACK[WorldGenerator] [Report?StartingGeometryGeneration]

WorldGenerator:PrintLogData()
WorldGenerator+c__Iterator2C7:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:43:151STACK[WorldGenerator] [Report?GeometryGenerating1]

WorldGenerator:PrintLogData()
WorldGenerator+c__Iterator2C7:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:43:602STACK[WorldGenerator] [Report?GeometryGenerating2]

WorldGenerator:PrintLogData()
WorldGenerator+c__Iterator2C7:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:42:59:350STACK[WorldGenerator] [Report?GeometryGenerating3]

WorldGenerator:PrintLogData()
WorldGenerator+c__Iterator2C7:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:01:901STACK[WorldGenerator] [Report?GeometryGenerating4]

WorldGenerator:PrintLogData()
WorldGenerator+c__Iterator2C7:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:02:756STACK[WorldGenerator] [Report?GeometryTesselation]

WorldGenerator:PrintLogData()
WorldGenerator+c__Iterator2C7:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:07:112STACK[WorldGenerator] [Report?SavingGeometry]

WorldGenerator:PrintLogData()
WorldGenerator+c__Iterator2C7:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:08:906STACKThe world geometry generation process has finished.

WorldGenerator+c__Iterator2C5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:08:906STACKLoading the render view technique...

WorldView+c__Iterator6F3:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:08:907STACKHxTechniqueGraphicData.Load Begin

HxTechniqueGraphicData+c__Iterator6CD:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:364STACKUnable to find instancing policy for mesh [ridge_ashland_D].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:364STACKUnable to find instancing policy for mesh [ridge_ashland_D].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:364STACKUnable to find instancing policy for mesh [ridge_ashland_B].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:364STACKUnable to find instancing policy for mesh [ridge_ashland_B].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:365STACKUnable to find instancing policy for mesh [ridge_ashland_D].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:365STACKUnable to find instancing policy for mesh [ridge_ashland_D].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:365STACKUnable to find instancing policy for mesh [ridge_ashland_F].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:365STACKUnable to find instancing policy for mesh [ridge_ashland_F].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:452STACKUnable to find instancing policy for mesh [ridge_ashland_D].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:452STACKUnable to find instancing policy for mesh [ridge_ashland_D].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:452STACKUnable to find instancing policy for mesh [ridge_ashland_B].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:452STACKUnable to find instancing policy for mesh [ridge_ashland_B].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:452STACKUnable to find instancing policy for mesh [ridge_ashland_D].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:452STACKUnable to find instancing policy for mesh [ridge_ashland_D].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:453STACKUnable to find instancing policy for mesh [ridge_ashland_F].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:453STACKUnable to find instancing policy for mesh [ridge_ashland_F].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:551STACKUnable to find instancing policy for mesh [ridge_ashland_D].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:552STACKUnable to find instancing policy for mesh [ridge_ashland_D].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:552STACKUnable to find instancing policy for mesh [ridge_ashland_B].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:552STACKUnable to find instancing policy for mesh [ridge_ashland_B].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:552STACKUnable to find instancing policy for mesh [ridge_ashland_D].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:552STACKUnable to find instancing policy for mesh [ridge_ashland_D].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:552STACKUnable to find instancing policy for mesh [ridge_ashland_F].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:552STACKUnable to find instancing policy for mesh [ridge_ashland_F].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:601STACKUnable to find instancing policy for mesh [ridge_ashland_D].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:602STACKUnable to find instancing policy for mesh [ridge_ashland_D].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:602STACKUnable to find instancing policy for mesh [ridge_ashland_B].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:602STACKUnable to find instancing policy for mesh [ridge_ashland_B].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:602STACKUnable to find instancing policy for mesh [ridge_ashland_D].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:602STACKUnable to find instancing policy for mesh [ridge_ashland_D].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:602STACKUnable to find instancing policy for mesh [ridge_ashland_F].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:603STACKUnable to find instancing policy for mesh [ridge_ashland_F].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:650STACKUnable to find instancing policy for mesh [ridge_ashland_D].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:651STACKUnable to find instancing policy for mesh [ridge_ashland_D].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:651STACKUnable to find instancing policy for mesh [ridge_ashland_B].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:651STACKUnable to find instancing policy for mesh [ridge_ashland_B].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:651STACKUnable to find instancing policy for mesh [ridge_ashland_D].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:651STACKUnable to find instancing policy for mesh [ridge_ashland_D].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:651STACKUnable to find instancing policy for mesh [ridge_ashland_F].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:651STACKUnable to find instancing policy for mesh [ridge_ashland_F].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:701STACKUnable to find instancing policy for mesh [ridge_ashland_D].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:702STACKUnable to find instancing policy for mesh [ridge_ashland_D].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:702STACKUnable to find instancing policy for mesh [ridge_ashland_B].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:702STACKUnable to find instancing policy for mesh [ridge_ashland_B].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:702STACKUnable to find instancing policy for mesh [ridge_ashland_D].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:702STACKUnable to find instancing policy for mesh [ridge_ashland_D].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:702STACKUnable to find instancing policy for mesh [ridge_ashland_F].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:702STACKUnable to find instancing policy for mesh [ridge_ashland_F].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:852STACKUnable to find instancing policy for mesh [ridge_ashland_B].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:853STACKUnable to find instancing policy for mesh [lava].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:853STACKUnable to find instancing policy for mesh [rock_1].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:853STACKUnable to find instancing policy for mesh [rock_2].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:853STACKUnable to find instancing policy for mesh [rock_2].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:853STACKUnable to find instancing policy for mesh [volcano].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:14:853STACKUnable to find instancing policy for mesh [rock_2].

HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo)
HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:15:101STACKUnable to find terrain type LavaPlain in Database

HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:15:101STACKUnable to find terrain type LavaPlain in Database

HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:15:101STACKUnable to find terrain type Badland in Database

HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:15:101STACKUnable to find terrain type Badland in Database

HxTechniqueGraphicData+c__Iterator6CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:47:160STACKThe ancillary service 'HxDecalManager' has been loaded (in 0.000596 second(s)).

WorldViewTechnique+c__Iterator6C2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:47:160STACKThe ancillary service 'DefaultGlobalPositionning' has been loaded (in 0.000325 second(s)).

WorldViewTechnique+c__Iterator6C2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:47:160STACKThe ancillary service 'DefaultWorldEntityMapping' has been loaded (in 0.000375 second(s)).

WorldViewTechnique+c__Iterator6C2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:47:160STACKThe ancillary service 'DefaultWorldEntityFactory' has been loaded (in 17.589022 second(s)).

WorldViewTechnique+c__Iterator6C2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:47:160STACKThe ancillary service 'DefaultPathRenderer' has been loaded (in 9E-05 second(s)).

WorldViewTechnique+c__Iterator6C2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:47:160STACKThe ancillary service 'DefaultLayerController' has been loaded (in 8E-06 second(s)).

WorldViewTechnique+c__Iterator6C2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:47:160STACKUsing double buffering for LookupTexture update : False

VisibilityRenderer+c__Iterator6A9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:47:160STACKThe ancillary service 'VisibilityRenderer' has been loaded (in 0.04257 second(s)).

WorldViewTechnique+c__Iterator6C2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:47:160STACKThe ancillary service 'DefaultResourceRenderer' has been loaded (in 0.001303 second(s)).

WorldViewTechnique+c__Iterator6C2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:47:161STACKThe ancillary service 'DefaultWorldViewStatistics' has been loaded (in 0.000581 second(s)).

WorldViewTechnique+c__Iterator6C2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:47:161STACKThe ancillary service 'FxManager' has been loaded (in 1.1E-05 second(s)).

WorldViewTechnique+c__Iterator6C2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:47:161STACKThe ancillary service 'RegionRenderer' has been loaded (in 0.005018 second(s)).

WorldViewTechnique+c__Iterator6C2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:47:161STACKThe ancillary service 'WorldGlobalAmbienceController' has been loaded (in 0.003235 second(s)).

WorldViewTechnique+c__Iterator6C2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:47:161STACKThe ancillary service 'InstancingRenderer' has been loaded (in 0.000256 second(s)).

WorldViewTechnique+c__Iterator6C2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:47:161STACKThe ancillary service 'DefaultWorldEntityCulling' has been loaded (in 0.000152 second(s)).

WorldViewTechnique+c__Iterator6C2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:47:162STACKRoadRenderer.Load start

RoadRenderer+c__Iterator6A3:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:47:162STACKRoadRenderer.Load end

RoadRenderer+c__Iterator6A3:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:47:162STACKThe ancillary service 'RoadRenderer' has been loaded (in 0.001505 second(s)).

WorldViewTechnique+c__Iterator6C2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:47:162STACKThe ancillary service 'EncodingTextureManager' has been loaded (in 0.001195 second(s)).

WorldViewTechnique+c__Iterator6C2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:47:162STACKInsideFramePostProcess.Load

InsideFramePostProcess+c__Iterator2CB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:47:162STACKThe ancillary service 'InsideFramePostProcess' has been loaded (in 0.000483 second(s)).

WorldViewTechnique+c__Iterator6C2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:47:162STACKThe ancillary service 'OrbRenderer' has been loaded (in 0.000887 second(s)).

WorldViewTechnique+c__Iterator6C2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:47:162STACKThe ancillary service 'WeatherRenderer' has been loaded (in 0.000475 second(s)).

WorldViewTechnique+c__Iterator6C2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:43:47:660STACKGameClientState_GameLaunchedAndReady.

GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:47:660STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:PlayAmbianceMusic()
GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:47:661STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:PlayAmbianceMusic()
AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SeasonManager:GameClient_LaunchAndReady()
GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:48:309STACK[MP_Progress] Empire#7 0x0110000104a95886 GameClientState_GameLaunchedAndReady

LoadingScreen:MultiplayerProgress_ProgressChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Diagnostics+MultiplayerProgress:SetProgress(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:48:729STACK[Net][GameServer] GameInProgress

GameServerState_GameLaunchedAndReady:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:48:729STACKLobby data has been set (key: '_GameInProgress', data: 'True').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:set_GameInProgress(System.Reflection.ParameterInfo)
GameServerState_GameLaunchedAndReady:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:48:729STACKGameServerState_Turn_Begin.

GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:48:729STACKForcing the AI scheduler to load the game because we're about to save another one...

GameServerState_Turn_Begin+c__Iterator66A:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:48:729STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:43:48:729STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:43:51:359STACKAIMaster AIPlayer: Empire 0 change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE4:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:51:359STACKAIMaster AIPlayer: Empire 1 change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE4:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:51:359STACKAIMaster AIPlayer: Empire 2 change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE4:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:51:359STACKAIMaster AIPlayer: Empire 3 change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE4:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:51:359STACKAIMaster AIPlayer: Empire 4 change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE4:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:51:359STACKAIMaster AIPlayer: Empire 5 change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE4:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:51:359STACKAIMaster AIPlayer: Empire 6 change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE4:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:51:359STACKAIMaster AIPlayer: Empire 7 change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE4:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:51:360STACKAIMaster AIPlayer_MinorEmpire change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE5:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:51:360STACKAIMaster AIPlayer_NavalEmpire change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE6:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:51:360STACKAIMaster AIPlayer: Lesser Empire 36 change its state from Deactivated to EmpireControlledByAI.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE7:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:51:360STACK[Lesser Empire] Creating Empire Entity LesserEmpire#0

AIPlayer_LesserEmpire+c__Iterator4A:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:51:360STACK[AICommander_Quest] The army GUID is 0

AICommander_Quest:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo)
AILayer_QuestManager:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
AIEntity:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
AIPlayer:ReadXml(System.Reflection.ParameterInfo)
Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo)
AIScheduler:ReadXml(System.Reflection.ParameterInfo)
AIScheduler+c__IteratorE8:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:51:360STACKRun thread AIPlayer: Lesser Empire 36.

AIPlayer+c__Iterator41:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:51:360STACKSeason change: new season 'Winter', the new season will end at turn 88 (duration: 5 turn(s)).

SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SeasonManager:GameServer_Turn_Begin()
GameServerState_Turn_Begin+c__Iterator66A:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:51:360STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:PlayAmbianceMusic()
AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator61D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:55:602STACK[Net] Transition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:55:602STACKLobby data has been set (key: '_PlayerIsTransition', data: 'False').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:55:602STACK[Dump] SynchronizationState = Unset

GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:55:603STACK[Trans] False

GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:55:603STACKLobby data has been set (key: '_GameSyncState', data: 'Unset').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:55:603STACK[Dump] SynchronizationState = Unset

GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:55:603STACK[Trans] False

GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:55:652STACKSkipping interaction because quests have already been triggered (turn: 85, last checked: 85).

VictoryManager:OnBeginTurn()
GameServerState_Turn_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:55:652STACKSkipping check because victory conditions have already been already checked for (turn: 84, last checked: 84).

VictoryManager:IVictoryManagementService.CheckForVictoryConditions(System.Reflection.ParameterInfo)
GameServerState_Turn_CheckForGameEndingConditions:CheckForVictoryConditions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:55:652STACKGameServerState_Turn_AI.

GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:55:652STACKChanging ai state of empire (index: 7, from: 'EmpireControlledByAI', to: 'EmpireControlledByHuman').

GameServerState_Turn_AI+c__Iterator669:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:55:652STACKAIMaster AIPlayer: Empire 7 change its state from EmpireControlledByAI to EmpireControlledByHuman.

AIPlayer:ChangeAIState(System.Reflection.ParameterInfo)
AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Turn_AI+c__Iterator669:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:43:55:784STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:43:55:784STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:43:57:702STACKAI don't want to research technology TechnologyDefinitionStrategicExtractionRare anymore. AI now wants technology TechnologyDefinitionDiplomacyAlliance.

AILayer_Research:GenerateResearchBuyoutMessage()
AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:43:59:201STACK[SCORING] BuyEvaluation was canceled while it was the chosen buy evaluation

EvaluableMessage:CancelBuyEvaluation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Production:ApplyProductionEvaluation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Production:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity_City:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:43:59:250STACK[SCORING] BuyEvaluation was canceled while it was the chosen buy evaluation

EvaluableMessage:CancelBuyEvaluation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Production:ApplyProductionEvaluation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Production:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity_City:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:43:59:300STACK[SCORING] BuyEvaluation was canceled while it was the chosen buy evaluation

EvaluableMessage:CancelBuyEvaluation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Production:ApplyProductionEvaluation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Production:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity_City:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:44:00:601STACKNot enough action points.

DepartmentOfDefense:HealUnitsPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:00:601STACKNot enough action points.

DepartmentOfDefense:HealUnitsPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:01:600STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock6 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock3.

AILayer_Research:GenerateOrbUnlockBuyoutMessage()
AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:44:03:899STACKGameServerState_Turn_Main.

GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:04:708STACKGameClientState_Turn_Begin.

GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:04:708STACKQuestManager: Skipping EventBeginTurn on loading.

QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator661:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:04:853STACKGameClientState_Turn_Main.

GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:05:410STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:05:410STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:08:660STACKELCP: Empire 2 OrderFillContract adding term PrisonerDeal Proposer: 2 Provider: 2 Receiver: 3 UnitGuid: 2544

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:08:660STACKELCP: Empire 2 OrderFillContract adding term ResourceDeal Proposer: 2 Provider: 3 Receiver: 2 ResourceName: Strategic6 Amount: 23.2

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:08:660STACKELCP: Empire 2 OrderFillContract adding term ResourceDeal Proposer: 2 Provider: 3 Receiver: 2 ResourceName: Strategic1 Amount: 24.8

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:08:660STACKELCP: Empire 2 OrderFillContract adding term ResourceDeal Proposer: 2 Provider: 3 Receiver: 2 ResourceName: Strategic4 Amount: 32

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:08:661STACKELCP: Empire 2 OrderFillContract adding term ResourceDeal Proposer: 2 Provider: 3 Receiver: 2 ResourceName: Strategic3 Amount: 30.4

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:08:661STACKELCP: Empire 2 OrderFillContract adding term ResourceDeal Proposer: 2 Provider: 3 Receiver: 2 ResourceName: Luxury12 Amount: 12

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:08:661STACKELCP: Empire 3 OrderFillContract adding term MarketBanRemoval Proposer: 3 Provider: 3 Receiver: 6

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:08:661STACKELCP: Empire 3 OrderFillContract adding term ResourceDeal Proposer: 3 Provider: 6 Receiver: 3 ResourceName: Luxury7 Amount: 4

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:08:661STACKELCP: Empire 3 OrderFillContract adding term ResourceDeal Proposer: 3 Provider: 6 Receiver: 3 ResourceName: EmpireMoney Amount: 308

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:08:661STACKELCP: Empire 3 OrderFillContract adding term ResourceDeal Proposer: 3 Provider: 6 Receiver: 3 ResourceName: Luxury13 Amount: 13.6

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:10:707STACKELCP: Empire 4 OrderFillContract adding term ColdWarToPeace Proposer: 4 Provider: 4 Receiver: 3 DestinationState: DiplomaticRelationStatePeace

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:10:707STACKELCP: Empire 4 OrderFillContract adding term ResourceDeal Proposer: 4 Provider: 3 Receiver: 4 ResourceName: Strategic1 Amount: 24.8

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:10:707STACKELCP: Empire 4 OrderFillContract adding term ResourceDeal Proposer: 4 Provider: 3 Receiver: 4 ResourceName: Strategic6 Amount: 23.2

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:10:707STACKELCP: Empire 4 OrderFillContract adding term ResourceDeal Proposer: 4 Provider: 3 Receiver: 4 ResourceName: Strategic3 Amount: 30.4

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:10:707STACKELCP: Empire 4 OrderFillContract adding term ResourceDeal Proposer: 4 Provider: 3 Receiver: 4 ResourceName: Strategic4 Amount: 32

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:10:707STACKELCP: Empire 4 OrderFillContract adding term ResourceDeal Proposer: 4 Provider: 3 Receiver: 4 ResourceName: Luxury12 Amount: 12

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:10:707STACKELCP: Empire 4 OrderFillContract adding term ResourceDeal Proposer: 4 Provider: 3 Receiver: 4 ResourceName: Luxury8 Amount: 8

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:11:404STACKContract 6854 pass from state Negotiation to state Proposed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:11:449STACKContract 6566 pass from state Negotiation to state Proposed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:11:601STACKContract 6854 pass from state Proposed to state Refused.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:11:601STACKDiplomatic relation between empire 3 and empire 6: Remove ability MarketBan

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTerm:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:11:601STACKContract 6566 pass from state Proposed to state Signed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:11:700STACKContract 6567 pass from state Negotiation to state Proposed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:11:750STACKContract 6567 pass from state Proposed to state Refused.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:15:399STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:15:953STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:15:953STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:15:953STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:15:953STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:15:953STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:15:953STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:15:954STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:15:954STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:15:954STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:15:954STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:150STACK$Target not set Empire 0/1st Kite Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:150STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:150STACK$Target not set Empire 0/1st Kite Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:151STACK$Target not set Empire 0/1st Kite Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:151STACK$Target not set Empire 0/1st Kite Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:151STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:151STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:151STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:151STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:151STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:151STACK$Target not set Empire 1/1st Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:151STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:151STACK$Target not set Empire 1/1st Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:151STACK$Target not set Empire 1/1st Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:152STACK$Target not set Empire 1/1st Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:152STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:152STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:152STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:152STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:152STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:399STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:400STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:400STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:400STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:401STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:401STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:599STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:599STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:599STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:599STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:600STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:600STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:600STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:600STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:600STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:600STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:600STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:600STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:600STACK$Target not set Empire 3/1st Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:600STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:601STACK$Target not set Empire 3/1st Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:601STACK$Target not set Empire 3/1st Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:899STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:899STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:899STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:899STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:16:899STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:17:198STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:17:198STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:17:198STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:17:198STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:17:198STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:20:303STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:20:303STACKELCP: AILayer_ArmyManagement SynchronousJob_ExecuteNeeds detected all humans are ready, aborting

AILayer_ArmyManagement:SynchronousJob_ExecuteNeeds()
SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:20:303STACKSynchronous job SynchronousJob_ExecuteNeeds failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:20:952STACK$Target not set Empire 4/1st Boar Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:21:398STACK$Target not set Empire 2/1st Wrath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:21:398STACKBefore 1378 to 1: 2nd Kestrel Shadow (6930) at -1 Aduran (1378) at 0 1st Eagle Shadow (6724) at 0

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:21:398STACKAfter: 2nd Kestrel Shadow (6930) at -1 Aduran (1378) at 1 1st Eagle Shadow (6724) at 0

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:21:850STACKEventBoosterActivated! (booster definition name: 'BoosterFood').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:21:850STACKBooster BoosterFood does not have an activations counter property named 'BoosterFoodActivations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:21:954STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:21:954STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:22:302STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:22:302STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:22:302STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:22:302STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:22:650STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:22:650STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:22:650STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:22:650STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:23:000STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:23:000STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:23:652STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:23:652STACKELCP: AILayer_ArmyManagement SynchronousJob_ExecuteNeeds detected all humans are ready, aborting

AILayer_ArmyManagement:SynchronousJob_ExecuteNeeds()
SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:23:653STACKSynchronous job SynchronousJob_ExecuteNeeds failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:24:609STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #0, context: 'City#1378'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapCityOwner(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator24C:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:24:900STACK$Target not set Empire 2/1st Wrath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:27:551STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:27:551STACKELCP: AILayer_ArmyManagement SynchronousJob_ExecuteNeeds detected all humans are ready, aborting

AILayer_ArmyManagement:SynchronousJob_ExecuteNeeds()
SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:27:551STACKSynchronous job SynchronousJob_ExecuteNeeds failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:30:700STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:30:701STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:30:701STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:30:701STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:30:701STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:30:953STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:32:655STACKELCP: AILayer_ArmyManagement SynchronousJob_ExecuteNeeds detected all humans are ready, aborting

AILayer_ArmyManagement:SynchronousJob_ExecuteNeeds()
SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:32:656STACKSynchronous job SynchronousJob_ExecuteNeeds failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:32:656STACKSynchronous job SynchronousJob_ExecuteNeeds_Delayed failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:32:656STACKSynchronous job SynchronousJob_ExecuteNeeds failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:32:656STACKSynchronous job SynchronousJob_AssignPopulation failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:33:850STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:33:850STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:33:850STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:33:850STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:33:850STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:34:104STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:34:104STACKELCP: AILayer_ArmyManagement SynchronousJob_ExecuteNeeds detected all humans are ready, aborting

AILayer_ArmyManagement:SynchronousJob_ExecuteNeeds()
SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:34:104STACKSynchronous job SynchronousJob_ExecuteNeeds failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:34:104STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury5').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:34:104STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury5').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:34:104STACKBooster BoosterLuxury5 does not have an activations counter property named 'BoosterLuxury5Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:34:153STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:34:153STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:34:153STACKBooster BoosterLuxury9 does not have an activations counter property named 'BoosterLuxury9Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:35:199STACK$Target not set Empire 1/2nd Satsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:35:199STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:35:199STACK$Target not set Empire 1/2nd Satsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:35:200STACK$Target not set Empire 1/2nd Satsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:35:200STACK$Target not set Empire 1/2nd Satsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:38:200STACK$Target not set Empire 1/2nd Satsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:38:201STACKGotoAndAttack Preprocessor. Attacker=6934, Defender=6294.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:38:249STACKArmyGoToAndAttackInstruction: lock target 6294.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:41:050STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:41:050STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , AILayer_HeroAssignation, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , AICommanderMission_BesiegeCityDefault, AICommanderMission_BesiegeCityDefault, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , AICommanderMission_Pacification, , , , , , , , , , , , , , , , , , , , , , , , , , , AICommanderMission_SiegeBreaker, , , , , , , , NavyFortress, , , , , , , , , , , , , , , , , , , , NavyFortress, , , AICommanderMission_Pacification, , , , NavyFortress, NavyFortress, , , , , , , NavyFortress, , , , , , NavyFortress, , , , , , NavyFortress, , , , , , , AICommanderMission_ExplorationDefault, , AICommanderMission_DefenseRoaming, NavyArmy

GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:41:050STACKTimeout: Tickables NeedTick Count: 17

GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:43:700STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

23:44:44:352STACKArmyGoToAndAttackInstruction: Attack target: 6294

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:44:352STACKArmyGoToAndAttackInstruction: Unlock target 6294.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:48:209STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator662:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:48:210STACKpointOfInterest.SwapDescriptor from AffinityMappingFlames to AffinityMappingFlames

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator1B8:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:48:210STACK[Desync] 'PointOfInterest#317' has been reattached to 'City#1773' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator1B8:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:48:210STACKpointOfInterest.SwapDescriptor from AffinityMappingFlames to AffinityMappingFlames

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator1B8:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:48:210STACK[Desync] 'PointOfInterest#318' has been reattached to 'City#1773' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator1B8:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:48:210STACKpointOfInterest.SwapDescriptor from AffinityMappingFlames to AffinityMappingFlames

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator1B8:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:48:210STACK[Desync] 'PointOfInterest#349' has been reattached to 'City#2407' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator1B8:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:48:210STACKpointOfInterest.SwapDescriptor from AffinityMappingFlames to AffinityMappingFlames

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator1B8:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:48:210STACK[Desync] 'PointOfInterest#351' has been reattached to 'City#2407' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator1B8:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:48:210STACKpointOfInterest.SwapDescriptor from AffinityMappingFlames to AffinityMappingFlames

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator1B8:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:48:210STACK[Desync] 'PointOfInterest#361' has been reattached to 'City#2984' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator1B8:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:48:299STACKLobby data has been set (key: '_Turn', data: '86').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:48:426STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:44:48:426STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:44:50:900STACKLobby data has been set (key: '_GameSyncState', data: 'Synchronized').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServer:ProcessClientDiagnisticsInfoMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:50:900STACK[Dump] SynchronizationState = Synchronized

GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServer:ProcessClientDiagnisticsInfoMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:50:900STACK[Trans] False

GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServer:ProcessClientDiagnisticsInfoMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:51:127STACKGameServerState_Turn_Begin.

GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:51:127STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:44:51:127STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:44:58:102STACK[Net] Transition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:58:202STACKGameServerState_Turn_AI.

GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:44:59:449STACKCan't find resource location 'Production' (reference location: City#1378).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:45:06:551STACKGameServerState_Turn_Main.

GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:06:907STACKGameClientState_Turn_Begin.

GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:06:908STACKEventVictoryConditionAlert: 'Wonder', raising alert #0 for empire #3.

EventVictoryConditionAlert:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
VictoryManager:IVictoryManagementService.CheckForAlerts(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator661:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:07:052STACKGameClientState_Turn_Main.

GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:07:402STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:07:402STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:07:599STACKPreprocessor failed because the tile (37,72) is not stopable for army 3361.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:07:902STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get2DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Play2DEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.Proxies.GuiAudioProxy:PlaySound(System.Reflection.ParameterInfo)
NotificationListPanel:ProcessAction(System.Reflection.ParameterInfo)
NotificationListPanel+c__Iterator37E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:45:07:902STACKOrder preprocessing failed because the attacker already in combat

DepartmentOfDefense:AttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:08:199STACKRegister new contract DiplomaticContract 6976 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 5 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator625:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:09:505STACKELCP: Empire 4 OrderFillContract adding term ColdWarToPeace Proposer: 4 Provider: 4 Receiver: 5 DestinationState: DiplomaticRelationStatePeace

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:09:599STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:09:699STACKPreprocessor failed because the tile (20,84) is not passable for army 6257.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:09:699STACKPreprocessor failed because the tile (20,84) is not stopable for army 6257.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:09:699STACKContract 6976 pass from state Negotiation to state Proposed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:09:850STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:09:851STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:09:851STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:09:851STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:09:851STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:09:851STACKDiplomatic relation between empire 4 and empire 5: Remove ability ColdWarAttackArmies

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:09:851STACKDiplomatic relation between empire 4 and empire 5: Remove ability ColdWar

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:09:851STACKDiplomatic relation between empire 5 and empire 4: Remove ability ColdWarAttackArmies

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:09:851STACKDiplomatic relation between empire 5 and empire 4: Remove ability ColdWar

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:09:851STACKContract 6976 pass from state Proposed to state Signed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:102STACK$Target not set Empire 1/1st Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:102STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:103STACK$Target not set Empire 1/1st Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:103STACK$Target not set Empire 1/1st Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:103STACK$Target not set Empire 1/1st Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:103STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:103STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:103STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:103STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:103STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:103STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:104STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:104STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:104STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:104STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:104STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:349STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:350STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:350STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:350STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:350STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:350STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:350STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:350STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:350STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:350STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:351STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:351STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:351STACK$Target not set Empire 3/1st Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:351STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:351STACK$Target not set Empire 3/1st Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:10:351STACK$Target not set Empire 3/1st Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:11:149STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:11:149STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:11:150STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:11:150STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:11:150STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:12:305STACK$Target not set Empire 2/1st Wrath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:12:847STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

23:45:13:148STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_RegroupArmyAt=8850 for GenericCommander Priority 0.75

AICommanderMission_RegroupArmyAt:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:13:148STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_RegroupArmyAt=8849 for GenericCommander Priority 0.75

AICommanderMission_RegroupArmyAt:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:13:548STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_RegroupArmyAt=8873 for GenericCommander Priority 0.4406406

AICommanderMission_RegroupArmyAt:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:13:548STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_RegroupArmyAt=8875 for GenericCommander Priority 0.4406406

AICommanderMission_RegroupArmyAt:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:13:899STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!

BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo)
BattleEffectContext:Execute(System.Reflection.ParameterInfo)
BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleActionContext:ExecuteBattleEffects()
BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo)
BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo)
BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo)
BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo)
BattleSimulation:ComputeStates(System.Reflection.ParameterInfo)
System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo)
BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:13:899STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!

BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo)
BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleActionContext:ExecuteBattleEffects()
BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo)
BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo)
BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo)
BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo)
BattleSimulation:ComputeStates(System.Reflection.ParameterInfo)
System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo)
BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:14:047STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:14:048STACKPreprocessor failed because the transfer of resources is not possible (resource name: 'Strategic1', amount: -23.50001).

DepartmentOfPlanificationAndDevelopment:SelloutTradableResourcePreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:14:048STACKPreprocessor failed because the transfer of resources is not possible (resource name: 'Strategic2', amount: -54.3).

DepartmentOfPlanificationAndDevelopment:SelloutTradableResourcePreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:14:956STACKRegister new contract DiplomaticContract 6981 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 6 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator625:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:16:906STACKELCP: Empire 4 OrderFillContract adding term OpenBorders Proposer: 4 Provider: 4 Receiver: 6

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:16:907STACKELCP: Empire 4 OrderFillContract adding term ResourceDeal Proposer: 4 Provider: 6 Receiver: 4 ResourceName: Strategic1 Amount: 11.2

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:16:907STACKELCP: Empire 4 OrderFillContract adding term ResourceDeal Proposer: 4 Provider: 6 Receiver: 4 ResourceName: EmpireMoney Amount: 759.2

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:16:907STACKELCP: Empire 4 OrderFillContract adding term ResourceDeal Proposer: 4 Provider: 6 Receiver: 4 ResourceName: Orb Amount: 13.6

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:16:907STACKELCP: Empire 4 OrderFillContract adding term ResourceDeal Proposer: 4 Provider: 6 Receiver: 4 ResourceName: Strategic2 Amount: 40

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:16:907STACKELCP: Empire 4 OrderFillContract adding term ResourceDeal Proposer: 4 Provider: 6 Receiver: 4 ResourceName: Luxury13 Amount: 4.8

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:16:907STACKELCP: Empire 4 OrderFillContract adding term ResourceDeal Proposer: 4 Provider: 6 Receiver: 4 ResourceName: Luxury1 Amount: 4

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:16:907STACKContract 6981 pass from state Negotiation to state Proposed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:16:907STACKContract 6981 pass from state Proposed to state Refused.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:18:600STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo)
EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo)
NotificationPanelEncounterSetup+c__Iterator3B7:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:45:19:697STACKGotoAndAttack Preprocessor. Attacker=6248, Defender=6742.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:19:698STACKGotoAndAttack Preprocessor. Attacker=6411, Defender=5675.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:19:799STACKArmyGoToAndAttackInstruction: lock target 5675.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:19:799STACKArmyGoToAndAttackInstruction: lock target 6742.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:19:899STACKGotoAndAttack Preprocessor. Attacker=6095, Defender=6742.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:19:899STACKGotoAndAttack Preprocessor. Attacker=6412, Defender=5693.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:20:000STACKArmyGoToAndAttackInstruction: lock target 5693.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:20:048STACKGotoAndAttack Preprocessor. Attacker=4888, Defender=6256.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:20:048STACKOrder preprocessing failed because the defender is moving. Attacker=4888, Defender=6256.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:20:347STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:20:347STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:20:347STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:20:347STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:20:347STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:20:348STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:20:348STACK$Target not set Empire 1/1st Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:20:348STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:20:348STACK$Target not set Empire 1/1st Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:20:349STACK$Target not set Empire 1/1st Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:20:349STACK$Target not set Empire 1/1st Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:20:597STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

23:45:20:598STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:20:598STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:20:598STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:20:598STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:20:598STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:20:598STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:20:598STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:20:598STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:20:598STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:20:598STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:20:598STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:20:598STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:20:599STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:20:599STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:20:599STACKGotoAndAttack Preprocessor. Attacker=4957, Defender=6565.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:20:702STACKArmyGoToAndAttackInstruction: lock target 6565.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:21:001STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:21:001STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:21:001STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:21:001STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:21:001STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:21:001STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:21:002STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:21:002STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:21:002STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:21:002STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:21:002STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:21:002STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:21:002STACK$Target not set Empire 3/1st Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:21:002STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:21:002STACK$Target not set Empire 3/1st Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:21:002STACK$Target not set Empire 3/1st Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:21:247STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

23:45:21:700STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

23:45:21:700STACK$Target not set Empire 2/1st Wrath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:21:998STACKArmyGoToAndAttackInstruction: Unlock target 5693.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:22:297STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

23:45:22:550STACKGotoAndAttack Preprocessor. Attacker=3361, Defender=6950.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:22:550STACKOrder preprocessing failed because the defender is moving. Attacker=3361, Defender=6950.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:22:550STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:22:798STACKArmyGoToAndAttackInstruction: Unlock target 6742.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:22:798STACKPreprocessor failed because the tile (44,9) is not passable for army 6411.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:22:798STACKPreprocessor failed because the tile (44,9) is not stopable for army 6411.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:22:798STACKArmyGoToAndAttackInstruction: Unlock target 5675.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:23:152STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:23:700STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:24:198STACK$Target not set Empire 4/1st Boar Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:24:198STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:24:602STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:24:647STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:24:647STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:25:099STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:25:649STACKGotoAndAttack Preprocessor. Attacker=6257, Defender=6625.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:25:649STACKGotoAndAttack Preprocessor. Attacker=6412, Defender=5693.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:25:750STACKArmyGoToAndAttackInstruction: Attack target: 6565

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:25:750STACKArmyGoToAndAttackInstruction: Unlock target 6565.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:25:750STACKArmyGoToAndAttackInstruction: lock target 6625.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:25:851STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:150STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:150STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:150STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:150STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:151STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:350STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:350STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:350STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:351STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:351STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:351STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:351STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:351STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:351STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:351STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:351STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:351STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:352STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:599STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:599STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:599STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:599STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:599STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:600STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:600STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:600STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:600STACK$Target not set Empire 3/1st Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:600STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:600STACK$Target not set Empire 3/1st Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:600STACK$Target not set Empire 3/1st Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:699STACKArmyGoToAndAttackInstruction: Unlock target 6625.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:700STACKPreprocessor failed because the tile (56,91) is not stopable for army 5852.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:26:847STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

23:45:27:851STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:28:249STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:28:350STACKGotoAndAttack Preprocessor. Attacker=6248, Defender=6742.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:28:350STACKGotoAndAttack Preprocessor. Attacker=6411, Defender=5675.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:28:350STACKPreprocessor failed because the tile (20,84) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:28:350STACKPreprocessor failed because the tile (20,84) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:28:451STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

23:45:28:451STACKArmyGoToAndAttackInstruction: lock target 5675.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:28:451STACKGotoAndAttack Preprocessor. Attacker=6095, Defender=6742.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:28:849STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:29:298STACK$Target not set Empire 4/1st Boar Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:29:298STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:29:449STACKArmyGoToAndAttackInstruction: Unlock target 5675.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:29:704STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:30:900STACKGotoAndAttack Preprocessor. Attacker=6257, Defender=6625.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:050STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

23:45:31:148STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:148STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:148STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:148STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:148STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:448STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:448STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:449STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:449STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:449STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:449STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:449STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:449STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:449STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:450STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:450STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:450STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:450STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:450STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:450STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:649STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:649STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:649STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:649STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:649STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:649STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:649STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:650STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:650STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:650STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:650STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:650STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:31:698STACKPreprocessor failed because the tile (56,90) is not stopable for army 5852.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:32:347STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

23:45:33:351STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:33:449STACKPreprocessor failed because the tile (20,84) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:33:449STACKPreprocessor failed because the tile (20,84) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:33:548STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

23:45:33:852STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:34:247STACK$Target not set Empire 4/1st Boar Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:34:247STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:34:300STACKPreprocessor failed because the tile (26,66) is not stopable for army 5596.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:34:601STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:34:849STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:34:849STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:34:849STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:34:849STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:34:850STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:34:850STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:34:951STACKGotoAndAttack Preprocessor. Attacker=6869, Defender=6565.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:34:998STACKArmyGoToAndAttackInstruction: lock target 6565.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:35:147STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:35:249STACKGotoAndAttack Preprocessor. Attacker=6411, Defender=5675.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:35:899STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:35:900STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:35:900STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:35:900STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:35:900STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:35:900STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:35:900STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:35:900STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:35:900STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:35:901STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:36:147STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:36:147STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:36:148STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:36:148STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:36:148STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:36:148STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:36:148STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:36:148STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:36:148STACK$Target not set Empire 3/1st Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:36:149STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:36:149STACK$Target not set Empire 3/1st Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:36:149STACK$Target not set Empire 3/1st Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:37:848STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:37:848STACKGotoAndAttack Preprocessor. Attacker=6095, Defender=6742.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:37:949STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:37:949STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:37:997STACKArmyGoToAndAttackInstruction: Attack target: 6565

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:37:998STACKArmyGoToAndAttackInstruction: Unlock target 6565.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:38:298STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:38:298STACKPreprocessor failed because the tile (53,7) is not passable for army 6278.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:38:298STACKPreprocessor failed because the tile (53,7) is not stopable for army 6278.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:38:950STACK$Target not set Empire 4/1st Boar Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:38:950STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:38:950STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:39:504STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:39:504STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:39:505STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:39:505STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:39:505STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:39:597STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:39:647STACKThe construction 6892 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1A0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:40:048STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:40:048STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:40:048STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:40:048STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:40:048STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:40:246STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:40:246STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:40:246STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:40:246STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:40:247STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:40:549STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:40:549STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:40:549STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:40:549STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:41:397STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:41:397STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:41:397STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:41:547STACKGotoAndAttack Preprocessor. Attacker=6625, Defender=448.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:41:547STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:41:748STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:41:748STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:41:848STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:42:249STACK$Target not set Empire 4/1st Boar Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:42:249STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:42:652STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:42:749STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:42:749STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:42:749STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:42:749STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:42:749STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:42:750STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:42:750STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:42:750STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:42:750STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:42:750STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:42:750STACK$Target not set Empire 1/1st Kanna Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:42:750STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:42:750STACK$Target not set Empire 1/1st Kanna Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:42:750STACK$Target not set Empire 1/1st Kanna Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:42:751STACK$Target not set Empire 1/1st Kanna Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:42:998STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:42:998STACKMinor faction (name: 'Erycis') has been assimilated by empire 0.

DepartmentOfTheInterior:AssimilateMinorFaction(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator238:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:43:447STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:43:447STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:43:447STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:43:447STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:43:448STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:43:448STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:43:448STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:43:448STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:43:448STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:43:749STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:43:749STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:43:749STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:43:750STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:44:950STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

23:45:44:950STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:44:997STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

23:45:44:997STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

23:45:44:997STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:44:997STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:46:054STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:46:397STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:46:397STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:46:397STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:46:397STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:46:397STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:46:397STACK$Target not set Empire 1/1st Kanna Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:46:397STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:46:397STACK$Target not set Empire 1/1st Kanna Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:46:397STACK$Target not set Empire 1/1st Kanna Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:46:398STACK$Target not set Empire 1/1st Kanna Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:46:949STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:46:949STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:46:949STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:46:949STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:46:949STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:47:246STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:47:247STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:47:247STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:47:247STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:47:547STACK$Target not set Empire 4/1st Boar Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:48:247STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:48:296STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury6').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:48:297STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury6').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:48:297STACKBooster BoosterLuxury6 does not have an activations counter property named 'BoosterLuxury6Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:48:297STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:48:297STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:48:401STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:48:401STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:48:401STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:48:447STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:48:447STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:48:447STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:49:152STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:49:196STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:49:196STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:49:197STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:49:197STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:49:197STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:49:397STACK$Target not set Empire 1/1st Kanna Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:49:398STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:49:398STACK$Target not set Empire 1/1st Kanna Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:49:398STACK$Target not set Empire 1/1st Kanna Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:49:398STACK$Target not set Empire 1/1st Kanna Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:49:951STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:49:951STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:49:951STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:49:951STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:49:952STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:50:200STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:50:200STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:50:200STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:50:200STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:51:147STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:51:251STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:51:252STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:52:005STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:52:496STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:52:497STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:52:497STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:52:497STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:52:497STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:52:750STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:52:751STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:52:751STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:52:751STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:53:247STACK$Target not set Empire 1/1st Kanna Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:53:247STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:53:247STACK$Target not set Empire 1/1st Kanna Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:53:247STACK$Target not set Empire 1/1st Kanna Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:53:247STACK$Target not set Empire 1/1st Kanna Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:53:549STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:53:596STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:53:596STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:54:250STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:54:899STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:54:899STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:54:899STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:54:899STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:54:899STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:55:098STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:55:098STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:55:098STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:55:099STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:55:850STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:55:948STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:55:948STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:56:801STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:57:347STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:57:347STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:57:347STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:57:347STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:57:347STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:57:348STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:57:348STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:57:348STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:57:348STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:58:196STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:58:248STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:58:248STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:59:102STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:59:647STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:59:647STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:59:647STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:59:647STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:59:648STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:59:648STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:59:648STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:59:648STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:45:59:648STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:00:397STACK$Target not set Empire 1/1st Kanna Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:00:397STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:00:397STACK$Target not set Empire 1/1st Kanna Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:00:398STACK$Target not set Empire 1/1st Kanna Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:00:398STACK$Target not set Empire 1/1st Kanna Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:00:697STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:00:747STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:00:747STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:01:601STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:02:096STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:02:096STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:02:097STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:02:097STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:02:097STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:02:097STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:02:097STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:02:097STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:02:098STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:03:197STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:03:246STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:03:246STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:04:100STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:04:647STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:04:647STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:04:647STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:04:647STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:04:647STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:05:597STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:05:647STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:05:647STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:06:400STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:06:848STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:06:848STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:06:848STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:06:848STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:06:849STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:06:849STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:06:849STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:06:849STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:06:849STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:07:947STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:07:996STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:07:997STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:08:855STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:09:397STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:09:397STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:09:397STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:09:398STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:09:398STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:10:346STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:10:400STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:10:400STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:11:201STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:11:748STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:11:749STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:11:749STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:11:749STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:11:749STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:12:697STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:12:798STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:12:798STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:13:656STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:14:147STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:14:147STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:14:147STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:14:148STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:14:148STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:15:147STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:15:248STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:15:248STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:15:950STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:16:447STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:16:447STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:16:447STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:16:447STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:16:447STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:17:450STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:17:497STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:17:497STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:18:305STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:18:848STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:18:848STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:18:848STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:18:848STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:18:849STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:19:797STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:19:848STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:19:848STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:20:701STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:21:301STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:21:301STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:21:301STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:21:301STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:21:301STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:22:250STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:22:296STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:22:296STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:23:000STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:23:646STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:23:647STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:23:647STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:23:647STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:23:647STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:24:648STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:24:696STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:24:696STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:25:453STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:25:998STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:25:998STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:25:998STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:25:998STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:25:998STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:26:996STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:27:098STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:27:098STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:27:851STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:28:495STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:28:495STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:28:495STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:28:496STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:28:496STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:28:949STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:28:949STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:28:949STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:28:949STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:28:950STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:29:399STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:29:447STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:29:447STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:30:252STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:30:796STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:30:797STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:30:797STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:30:797STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:30:797STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:31:296STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:31:296STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:31:296STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:31:296STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:31:297STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:31:795STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:31:898STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:31:898STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:32:655STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:33:247STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:33:247STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:33:247STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:33:247STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:33:247STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:34:099STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:34:197STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:34:198STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:35:749STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:35:749STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:35:749STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:35:749STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:35:749STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:35:749STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:36:350STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:36:350STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:36:351STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:36:351STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:36:351STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:37:697STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:37:748STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:37:749STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:38:649STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:39:046STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:39:047STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:39:047STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:39:047STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:39:047STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:39:748STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:39:847STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:39:847STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:40:554STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:40:898STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:40:899STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:40:899STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:40:899STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:40:899STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:41:597STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:41:646STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:41:646STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:42:255STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:42:796STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:42:796STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:42:796STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:42:796STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:42:796STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:43:497STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:43:546STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:43:546STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:44:103STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:45:049STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:45:050STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:45:050STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:45:050STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:45:050STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:45:696STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:45:795STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:45:795STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:46:301STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:46:896STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:46:896STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:46:896STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:46:896STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:46:896STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:47:597STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:47:646STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:47:646STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:48:300STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:48:848STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:48:848STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:48:848STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:48:848STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:48:848STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:49:496STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:49:600STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:49:600STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:50:150STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:50:748STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:50:748STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:50:749STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:50:749STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:50:749STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:51:447STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:51:495STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:51:495STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:52:100STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:52:595STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:52:595STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:52:595STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:52:595STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:52:595STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:53:296STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:53:345STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:53:345STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:54:000STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:54:598STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:54:598STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:54:599STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:54:599STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:54:599STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:55:347STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:55:395STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:55:396STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:56:051STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:56:595STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:56:595STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:56:596STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:56:596STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:56:596STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:57:645STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:57:747STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:57:747STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:58:252STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:58:798STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:58:798STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:58:799STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:58:799STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:58:799STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:59:496STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:59:547STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:46:59:548STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:00:150STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:01:046STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:01:046STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:01:046STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:01:046STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:01:046STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:01:795STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:01:845STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:01:845STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:02:449STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:03:047STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:03:047STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:03:047STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:03:047STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:03:047STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:03:745STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:03:847STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:03:847STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:04:398STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:04:896STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:04:896STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:04:896STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:04:896STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:04:896STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:05:645STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:05:695STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:05:695STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:06:354STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:06:846STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:06:846STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:06:846STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:06:846STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:06:847STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:07:545STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:07:595STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:07:595STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:08:300STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:08:795STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:08:796STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:08:796STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:08:796STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:08:796STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:09:496STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:09:546STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:09:546STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:10:202STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:10:695STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:10:695STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:10:695STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:10:695STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:10:695STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:11:645STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:11:695STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:11:695STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:12:301STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:12:895STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:12:896STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:12:896STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:12:896STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:12:896STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:13:745STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:13:796STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:13:796STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:14:451STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:14:945STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:14:946STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:14:946STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:14:946STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:14:946STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:15:696STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:15:745STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:15:746STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:16:302STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:16:844STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:16:845STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:16:845STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:16:845STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:16:845STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:17:596STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:17:645STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:17:645STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:18:302STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:18:795STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:18:795STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:18:795STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:18:796STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:18:796STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:19:499STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:19:548STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:19:548STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:20:200STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:20:696STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:20:696STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:20:696STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:20:696STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:20:696STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:21:547STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:21:595STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:21:595STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:22:153STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:22:644STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:22:644STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:22:645STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:22:645STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:22:645STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:23:296STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:23:397STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:23:397STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:24:099STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:24:796STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:24:796STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:24:796STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:24:796STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:24:796STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:25:498STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:25:547STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:25:548STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:26:350STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:26:845STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:26:845STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:26:846STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:26:846STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:26:846STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:27:594STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:27:643STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:27:643STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:28:198STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:28:896STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:28:896STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:28:896STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:28:897STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:28:897STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:29:595STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:29:696STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:29:696STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:30:250STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:30:747STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:30:747STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:30:747STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:30:747STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:30:747STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:31:345STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:31:445STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:31:445STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:32:099STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:33:202STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:33:202STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:33:202STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:33:202STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:33:203STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:33:744STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:33:795STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:33:795STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:34:396STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:34:895STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:34:895STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:34:896STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:34:896STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:34:896STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:35:545STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:35:597STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:35:597STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:36:201STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:36:745STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:36:745STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:36:746STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:36:746STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:36:746STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:37:445STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:37:496STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:37:496STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:38:101STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:38:644STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:38:644STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:38:644STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:38:644STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:38:645STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:39:344STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:39:446STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:39:446STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:39:950STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:40:448STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:40:448STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:40:448STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:40:448STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:40:448STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:41:147STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:41:198STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:41:198STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:41:800STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:42:296STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:42:296STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:42:296STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:42:296STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:42:296STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:43:044STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:43:095STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:43:095STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:43:649STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:44:144STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:44:144STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:44:144STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:44:145STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:44:145STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:44:844STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:44:895STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:44:895STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:45:500STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:45:953STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:45:954STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:45:954STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:45:954STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:45:954STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:46:696STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:46:744STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:46:744STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:47:303STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:47:745STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:47:745STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:47:746STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:47:746STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:47:746STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:48:444STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:48:494STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:48:494STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:49:049STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:49:494STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:49:494STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:49:494STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:49:494STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:49:495STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:50:195STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:50:246STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:50:246STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:50:850STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:51:345STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:51:345STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:51:345STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:51:345STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:51:345STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:52:045STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:52:146STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:52:146STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:52:702STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:53:196STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:53:196STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:53:196STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:53:196STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:53:196STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:53:943STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:53:993STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:53:993STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:54:600STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:55:043STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:55:043STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:55:043STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:55:044STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:55:044STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:55:644STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:55:696STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:55:696STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:56:298STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:56:843STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:56:844STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:56:844STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:56:844STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:56:844STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:57:595STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:57:644STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:57:645STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:58:251STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:58:794STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:58:794STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:58:795STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:58:795STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:58:795STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:59:397STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:59:445STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:47:59:445STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:00:102STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:00:594STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:00:594STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:00:594STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:00:595STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:00:595STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:01:294STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:01:394STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:01:394STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:01:897STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:02:443STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:02:443STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:02:443STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:02:443STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:02:444STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:03:095STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:03:144STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:03:144STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:03:802STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:04:343STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:04:343STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:04:344STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:04:344STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:04:344STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:04:996STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:05:095STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:05:095STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:05:600STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:06:394STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:06:394STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:06:395STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:06:395STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:06:395STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:07:143STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:07:195STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:07:195STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:07:797STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:08:443STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:08:443STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:08:443STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:08:444STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:08:444STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:09:194STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:09:243STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:09:243STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:09:851STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:10:396STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:10:396STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:10:396STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:10:396STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:10:397STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:11:143STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:11:245STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:11:245STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:11:851STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:12:343STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:12:343STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:12:344STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:12:344STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:12:344STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:13:194STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:13:243STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:13:243STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:13:748STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:14:394STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:14:394STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:14:395STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:14:395STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:14:395STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:15:199STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:15:243STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:15:246STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:15:847STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:16:397STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:16:398STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:16:398STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:16:398STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:16:398STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:17:045STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:17:094STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:17:094STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:17:649STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:18:096STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:18:096STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:18:096STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:18:097STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:18:097STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:18:844STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:18:896STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:18:896STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:19:550STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:20:094STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:20:095STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:20:095STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:20:095STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:20:095STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:20:843STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:20:944STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:20:945STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:21:553STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:21:595STACKForce level 1 on plan EmpirePlanEconomy

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
PlanAreaPanel:OnClickSliderLineCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderLineRadial:MouseDown(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

23:48:22:043STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:22:043STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:22:043STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:22:043STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:22:043STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:22:795STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:22:843STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:22:843STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:23:349STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:23:843STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:23:843STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:23:843STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:23:843STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:23:844STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:23:894STACKForce level 3 on plan EmpirePlanForeignAffairs

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial:MouseDrag(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

23:48:24:044STACKForce level 4 on plan EmpirePlanForeignAffairs

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial:MouseDrag(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

23:48:24:497STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:24:595STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:24:595STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:25:200STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:25:745STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:25:745STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:25:746STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:25:746STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:25:746STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:26:394STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:26:443STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:26:443STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:26:997STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:27:042STACKForce level 2 on plan EmpirePlanEconomy

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial:MouseDrag(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

23:48:27:293STACKForce level 3 on plan EmpirePlanEconomy

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial:MouseDrag(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

23:48:27:546STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:27:547STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:27:547STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:27:547STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:27:547STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:27:894STACKForce level 4 on plan EmpirePlanEconomy

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial:MouseDrag(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

23:48:28:243STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:28:294STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:28:294STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:28:898STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:29:393STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:29:394STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:29:394STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:29:394STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:29:394STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:30:092STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:30:143STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:30:143STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:30:343STACKForce level 0 on plan EmpirePlanMilitary

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial:MouseDrag(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

23:48:30:446STACKForce level 1 on plan EmpirePlanMilitary

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial:MouseDrag(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

23:48:30:750STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:31:194STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:31:194STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:31:194STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:31:195STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:31:195STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:31:943STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:31:995STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:31:996STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:32:597STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:32:643STACKForce level 2 on plan EmpirePlanMilitary

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial:MouseDrag(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

23:48:33:093STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:33:093STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:33:093STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:33:093STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:33:093STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:33:443STACKForce level 3 on plan EmpirePlanMilitary

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial:MouseDrag(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

23:48:33:743STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:33:846STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:33:846STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:34:398STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:34:495STACKForce level 4 on plan EmpirePlanMilitary

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial:MouseDrag(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

23:48:34:946STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:34:946STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:34:946STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:34:946STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:34:947STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:35:695STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:35:743STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:35:743STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:36:350STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:36:896STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:36:897STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:36:897STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:36:897STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:36:897STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:37:594STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:37:696STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:37:696STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:38:197STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:38:645STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:38:645STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:38:645STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:38:645STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:38:645STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:39:293STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:39:343STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:39:344STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:39:948STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:40:442STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:40:443STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:40:443STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:40:443STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:40:443STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:41:143STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:41:196STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:41:196STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:41:848STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:42:293STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:42:294STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:42:294STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:42:294STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:42:294STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:43:043STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:43:093STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:43:094STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:43:747STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:44:293STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:44:293STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:44:293STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:44:293STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:44:293STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:44:944STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:44:995STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:44:995STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:45:699STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:46:194STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:46:195STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:46:195STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:46:195STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:46:195STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:46:943STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:46:995STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:46:995STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:47:597STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:47:893STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:47:893STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:47:893STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:48:093STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:48:093STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:48:094STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:48:094STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:48:094STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:48:795STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:48:842STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:48:842STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:49:395STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:49:893STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:49:893STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:49:894STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:49:894STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:50:146STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:50:693STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:50:743STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:50:743STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:51:345STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:51:894STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:51:894STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:51:894STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:51:894STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:51:894STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:52:694STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:52:742STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:52:742STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:53:347STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:53:843STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:53:843STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:53:843STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:53:843STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:53:843STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:54:643STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:54:744STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:54:744STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:56:100STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:56:743STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:56:743STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:56:743STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:56:743STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:56:743STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:57:597STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:57:694STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:57:694STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:58:299STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:58:842STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:58:843STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:58:843STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:58:843STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:58:843STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:59:544STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:59:644STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:48:59:644STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:00:201STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:00:792STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:00:792STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:00:793STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:00:793STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:00:793STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:01:393STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:01:494STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:01:494STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:02:047STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:02:595STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:02:595STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:02:596STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:02:596STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:02:596STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:03:393STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:03:493STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:03:493STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:03:995STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:04:695STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:04:695STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:04:695STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:04:695STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:04:695STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:05:442STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:05:544STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:05:545STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:06:049STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:06:594STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:06:594STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:06:594STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:06:595STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:06:595STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:07:344STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:07:392STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:07:392STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:07:947STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:08:395STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:08:396STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:08:396STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:08:397STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:08:397STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:09:143STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:09:193STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:09:193STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:09:799STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:10:343STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:10:343STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:10:343STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:10:343STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:10:343STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:11:092STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:11:193STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:11:193STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:11:746STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:12:291STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:12:292STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:12:292STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:12:292STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:12:292STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:13:092STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:13:192STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:13:192STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:13:746STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:14:242STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:14:242STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:14:242STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:14:242STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:14:242STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:14:993STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:15:093STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:15:094STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:15:646STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:16:192STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:16:192STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:16:192STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:16:192STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:16:192STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:16:843STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:16:944STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:16:944STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:17:548STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:18:043STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:18:043STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:18:043STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:18:043STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:18:043STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:18:847STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:18:893STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:18:894STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:19:495STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:20:095STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:20:095STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:20:096STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:20:096STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:20:096STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:20:844STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:20:892STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:20:892STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:21:446STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:22:095STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:22:095STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:22:095STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:22:095STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:22:095STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:22:792STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:22:892STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:22:893STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:23:449STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:24:045STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:24:045STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:24:045STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:24:045STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:24:045STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:24:793STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:24:895STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:24:895STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:25:395STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:25:942STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:25:942STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:25:942STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:25:942STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:25:942STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:27:342STACKUnable to retrieve the 'DistrictDust' descriptor from the database.

DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsPatchRenderer+c__Iterator6BC:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:49:27:343STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:27:444STACKUnable to retrieve the 'DistrictDust' descriptor from the database.

DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsPatchRenderer+c__Iterator6BC:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:49:27:444STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:27:444STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:27:895STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:28:493STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:28:493STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:28:494STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:28:494STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:28:494STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:29:141STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:29:245STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:29:245STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:29:749STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:30:241STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:30:241STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:30:241STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:30:242STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:30:242STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:30:991STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:31:094STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:31:094STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:31:597STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:32:192STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:32:193STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:32:193STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:32:193STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:32:193STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:32:943STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:33:042STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:33:042STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:33:598STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:34:193STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:34:193STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:34:193STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:34:194STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:34:194STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:34:944STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:34:992STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:34:992STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:35:595STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:36:091STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:36:092STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:36:092STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:36:092STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:36:092STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:36:794STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:36:841STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:36:841STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:37:445STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:37:941STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:37:942STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:37:942STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:37:942STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:37:942STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:38:742STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:38:842STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:38:842STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:39:449STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:40:045STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:40:045STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:40:045STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:40:045STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:40:045STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:40:692STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:40:793STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:40:793STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:41:497STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:42:040STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:42:040STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:42:040STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:42:040STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:42:040STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:42:741STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:42:843STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:42:843STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:43:447STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:43:991STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:43:992STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:43:992STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:43:992STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:43:992STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:44:693STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:44:792STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:44:792STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:45:497STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:46:041STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:46:041STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:46:041STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:46:041STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:46:042STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:46:741STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:46:843STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:46:843STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:47:449STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:47:994STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:47:994STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:47:994STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:47:994STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:47:994STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:48:742STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:48:791STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:48:792STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:49:397STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:50:043STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:50:043STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:50:043STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:50:043STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:50:043STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:50:843STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:50:894STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:50:894STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:51:497STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:52:144STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:52:144STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:52:144STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:52:144STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:52:145STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:52:941STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:53:044STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:53:044STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:53:597STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:54:142STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:54:143STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:54:143STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:54:143STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:54:143STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:54:893STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:54:943STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:54:943STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:55:598STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:56:146STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:56:146STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:56:146STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:56:146STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:56:146STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:56:894STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:56:993STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:56:993STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:57:545STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:58:041STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:58:041STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:58:041STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:58:041STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:58:041STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:58:743STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:58:791STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:58:791STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:59:346STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:59:892STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:59:892STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:59:892STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:59:892STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:49:59:892STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:00:592STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:00:694STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:00:695STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:01:247STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:01:791STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:01:791STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:01:792STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:01:792STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:01:792STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:02:541STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:02:642STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:02:642STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:03:247STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:03:791STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:03:791STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:03:791STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:03:792STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:03:792STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:04:592STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:04:692STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:04:693STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:05:248STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:05:793STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:05:793STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:05:793STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:05:794STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:05:794STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:06:640STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:06:742STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:06:743STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:07:296STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:07:892STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:07:892STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:07:892STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:07:892STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:07:892STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:08:592STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:08:693STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:08:693STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:09:247STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:09:790STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:09:791STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:09:791STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:09:791STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:09:791STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:10:543STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:10:591STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:10:591STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:11:298STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:11:843STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:11:843STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:11:843STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:11:844STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:11:844STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:12:590STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:12:640STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:12:640STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:13:196STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:13:792STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:13:792STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:13:792STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:13:792STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:13:792STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:14:541STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:14:642STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:14:642STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:15:198STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:15:791STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:15:792STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:15:792STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:15:792STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:15:792STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:16:493STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:16:541STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:16:542STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:17:146STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:17:690STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:17:690STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:17:690STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:17:691STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:17:691STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:18:440STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:18:491STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:18:491STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:19:348STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:19:891STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:19:891STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:19:891STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:19:891STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:19:891STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:20:451STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:20:500STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:20:500STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:21:097STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:21:642STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:21:642STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:21:643STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:21:643STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:21:643STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:22:291STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:22:340STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:22:341STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:22:946STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:23:441STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:23:441STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:23:441STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:23:441STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:23:441STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:24:041STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:24:093STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:24:093STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:24:946STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:25:440STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:25:440STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:25:440STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:25:440STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:25:440STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:26:141STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:26:242STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:26:242STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:26:748STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:27:240STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:27:240STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:27:240STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:27:240STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:27:240STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:27:942STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:28:044STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:28:044STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:28:697STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:29:190STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:29:190STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:29:190STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:29:191STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:29:191STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:29:990STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:30:040STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:30:040STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:30:646STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:31:190STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:31:190STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:31:190STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:31:190STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:31:190STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:31:841STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:31:890STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:31:890STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:32:549STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:33:090STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:33:091STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:33:091STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:33:091STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:33:091STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:33:790STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:33:840STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:33:841STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:34:995STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:35:539STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:35:540STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:35:540STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:35:540STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:35:540STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:36:242STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:36:291STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:36:291STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:36:846STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:37:390STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:37:390STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:37:390STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:37:390STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:37:391STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:38:141STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:38:191STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:38:191STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:38:748STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:39:289STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:39:290STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:39:290STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:39:290STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:39:290STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:39:989STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:40:041STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:40:041STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:40:695STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:41:190STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:41:190STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:41:190STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:41:190STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:41:191STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:41:900STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:41:951STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:41:951STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:42:501STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:43:042STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:43:042STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:43:043STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:43:043STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:43:043STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:43:689STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:43:742STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:43:812STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:44:346STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:44:791STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:44:792STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:44:792STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:44:792STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:44:792STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:45:489STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:45:592STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:45:592STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:46:197STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:46:689STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:46:690STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:46:690STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:46:690STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:46:690STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:47:389STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:47:440STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:47:440STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:48:146STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:48:650STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:48:650STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:48:650STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:48:650STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:48:651STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:49:389STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:49:439STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:49:439STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:50:046STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:50:541STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:50:542STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:50:542STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:50:542STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:50:542STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:51:240STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:51:290STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:51:290STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:51:895STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:52:440STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:52:440STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:52:440STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:52:441STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:52:441STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:53:191STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:53:240STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:53:240STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:53:896STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:54:441STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:54:441STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:54:441STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:54:442STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:54:442STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:55:092STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:55:191STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:55:191STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:55:795STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:56:240STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:56:240STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:56:240STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:56:240STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:56:240STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:56:940STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:57:041STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:57:041STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:57:646STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:58:439STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:58:439STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:58:440STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:58:440STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:58:440STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:59:141STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:59:190STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:59:191STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:50:59:748STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:00:341STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:00:341STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:00:341STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:00:341STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:00:342STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:00:990STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:01:043STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:01:043STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:01:648STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:02:241STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:02:241STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:02:241STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:02:242STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:02:242STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:02:892STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:02:940STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:02:940STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:03:494STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:04:142STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:04:142STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:04:142STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:04:142STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:04:142STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:04:891STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:04:940STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:04:941STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:05:594STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:06:090STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:06:090STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:06:090STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:06:090STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:06:091STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:06:791STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:06:839STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:06:839STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:07:448STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:07:990STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:07:990STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:07:990STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:07:991STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:07:991STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:08:689STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:08:739STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:08:739STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:09:344STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:09:889STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:09:889STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:09:889STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:09:890STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:09:890STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:10:589STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:10:640STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:10:640STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:11:244STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:11:739STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:11:740STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:11:740STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:11:740STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:11:740STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:12:439STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:12:489STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:12:490STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:13:350STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:13:942STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:13:942STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:13:942STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:13:943STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:13:943STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:14:693STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:14:739STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:14:739STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:15:396STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:15:941STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:15:942STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:15:942STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:15:942STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:15:942STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:16:590STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:16:639STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:16:639STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:17:298STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:17:790STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:17:791STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:17:791STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:17:791STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:17:791STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:18:439STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:18:490STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:18:490STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:19:144STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:19:639STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:19:639STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:19:639STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:19:639STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:19:639STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:20:392STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:20:439STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:20:439STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:21:044STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:21:591STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:21:591STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:21:591STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:21:591STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:21:591STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:22:391STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:22:440STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:22:445STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:23:095STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:23:640STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:23:640STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:23:640STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:23:641STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:23:641STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:24:391STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:24:542STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:24:543STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:25:047STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:25:539STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:25:540STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:25:540STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:25:540STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:25:540STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:26:292STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:26:391STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:26:391STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:26:995STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:27:538STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:27:538STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:27:538STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:27:538STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:27:538STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:28:189STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:28:239STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:28:239STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:28:793STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:29:341STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:29:341STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:29:341STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:29:341STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:29:341STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:29:941STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:30:041STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:30:041STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:30:644STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:31:138STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:31:138STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:31:138STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:31:138STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:31:139STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:31:791STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:31:839STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:31:839STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:32:392STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:33:040STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:33:040STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:33:040STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:33:040STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:33:041STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:33:590STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:33:639STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:33:639STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:34:294STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:34:790STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:34:790STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:34:791STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:34:791STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:34:791STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:35:588STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:35:637STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:35:638STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:36:295STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:36:839STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:36:839STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:36:839STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:36:839STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:36:839STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:37:540STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:37:590STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:37:590STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:38:242STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:38:839STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:38:839STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:38:839STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:38:839STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:38:839STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:39:590STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:39:640STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:39:640STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:40:244STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:40:841STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:40:841STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:40:841STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:40:841STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:40:841STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:41:489STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:41:538STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:41:538STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:42:093STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:42:737STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:42:738STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:42:738STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:42:738STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:42:738STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:43:391STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:43:439STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:43:439STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:44:043STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:44:888STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:44:888STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:44:888STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:44:889STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:44:889STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:45:588STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:45:637STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:45:638STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:46:195STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:46:689STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:46:689STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:46:690STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:46:690STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:46:690STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:47:438STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:47:489STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:47:489STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:48:145STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:48:689STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:48:689STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:48:689STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:48:689STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:48:690STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:49:338STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:49:389STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:49:389STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:49:995STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:50:490STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:50:491STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:50:491STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:50:491STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:50:491STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:51:240STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:51:290STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:51:290STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:51:897STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:52:490STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:52:491STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:52:491STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:52:491STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:52:491STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:53:238STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:53:341STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:53:341STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:53:895STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:54:439STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:54:440STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:54:440STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:54:440STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:54:440STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:55:088STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:55:138STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:55:138STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:55:792STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:56:289STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:56:289STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:56:289STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:56:289STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:56:289STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:56:989STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:57:090STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:57:090STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:57:644STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:58:189STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:58:189STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:58:189STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:58:189STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:58:189STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:58:837STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:58:889STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:58:889STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:51:59:797STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:00:291STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:00:291STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:00:291STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:00:292STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:00:292STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:01:141STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:01:188STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:01:188STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:01:746STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:02:240STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:02:241STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:02:241STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:02:242STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:02:242STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:02:987STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:03:038STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:03:038STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:03:695STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:04:188STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:04:189STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:04:189STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:04:189STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:04:189STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:04:937STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:04:988STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:04:989STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:05:541STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:06:137STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:06:138STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:06:138STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:06:138STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:06:138STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:06:789STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:06:838STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:06:838STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:07:445STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:07:992STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:07:992STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:07:992STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:07:992STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:07:993STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:08:740STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:08:788STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:08:789STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:09:497STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:09:988STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:09:989STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:09:989STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:09:989STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:09:989STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:10:837STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:10:888STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:10:889STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:11:492STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:12:088STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:12:088STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:12:088STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:12:088STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:12:088STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:12:788STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:12:889STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:12:889STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:13:494STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:14:096STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:14:097STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:14:097STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:14:097STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:14:097STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:14:789STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:14:889STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:14:890STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:15:392STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:15:890STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:15:890STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:15:890STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:15:890STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:15:890STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:16:588STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:16:638STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:16:639STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:17:244STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:17:737STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:17:737STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:17:737STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:17:738STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:17:738STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:18:491STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:18:539STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:18:539STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:19:042STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:19:637STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:19:638STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:19:638STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:19:638STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:19:638STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:20:290STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:20:388STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:20:388STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:20:994STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:21:589STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:21:589STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:21:589STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:21:590STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:21:590STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:22:338STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:22:439STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:22:439STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:22:941STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:23:487STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:23:488STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:23:488STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:23:488STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:23:488STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:24:289STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:24:339STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:24:340STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:24:892STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:25:388STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:25:388STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:25:388STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:25:388STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:25:388STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:26:089STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:26:188STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:26:188STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:26:691STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:27:238STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:27:238STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:27:238STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:27:239STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:27:239STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:27:987STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:28:038STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:28:038STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:28:593STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:29:137STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:29:137STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:29:137STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:29:137STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:29:138STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:29:887STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:29:936STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:29:937STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:30:594STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:31:139STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:31:139STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:31:139STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:31:139STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:31:140STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:31:889STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:31:937STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:31:937STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:32:544STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:33:090STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:33:090STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:33:090STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:33:090STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:33:090STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:33:789STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:33:837STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:33:837STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:34:441STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:35:039STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:35:039STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:35:039STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:35:039STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:35:039STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:35:739STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:35:787STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:35:788STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:36:542STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:37:137STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:37:137STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:37:138STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:37:138STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:37:138STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:37:838STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:37:939STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:37:939STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:38:491STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:39:187STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:39:196STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:39:196STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:39:197STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:39:197STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:39:987STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:40:037STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:40:037STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:40:649STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:41:187STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:41:188STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:41:188STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:41:188STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:41:188STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:41:889STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:41:937STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:41:937STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:42:491STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:43:088STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:43:088STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:43:088STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:43:088STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:43:088STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:43:737STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:43:787STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:43:787STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:44:393STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:44:939STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:44:939STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:44:939STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:44:940STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:44:940STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:45:690STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:45:737STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:45:738STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:46:341STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:46:838STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:46:838STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:46:838STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:46:838STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:46:838STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:47:537STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:47:587STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:47:588STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:48:244STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:48:837STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:48:838STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:48:838STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:48:838STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:48:838STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:49:438STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:49:538STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:49:538STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:50:190STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:50:688STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:50:688STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:50:689STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:50:689STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:50:689STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:51:488STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:51:539STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:51:539STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:52:093STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:52:637STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:52:637STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:52:637STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:52:638STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:52:638STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:53:439STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:53:486STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:53:486STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:54:242STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:54:788STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:54:789STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:54:789STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:54:789STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:54:789STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:55:738STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:55:788STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:55:788STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:56:293STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:56:837STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:56:837STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:56:837STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:56:837STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:56:837STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:57:538STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:57:587STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:57:587STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:58:242STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:58:837STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:58:837STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:58:837STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:58:838STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:58:838STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:59:587STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:59:636STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:52:59:636STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:00:293STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:00:786STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:00:786STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:00:786STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:00:787STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:00:787STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:01:538STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:01:588STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:01:588STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:02:092STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:02:688STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:02:688STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:02:688STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:02:688STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:02:688STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:03:338STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:03:387STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:03:387STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:03:990STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:04:540STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:04:540STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:04:541STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:04:541STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:04:541STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:05:237STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:05:341STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:05:341STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:05:890STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:06:486STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:06:487STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:06:487STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:06:487STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:06:487STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:07:286STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:07:335STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:07:336STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:07:890STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:08:536STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:08:536STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:08:536STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:08:536STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:08:536STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:09:338STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:09:386STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:09:386STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:09:995STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:10:635STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:10:635STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:10:635STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:10:635STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:10:635STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:11:387STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:11:436STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:11:436STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:11:940STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:12:590STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:12:590STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:12:590STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:12:590STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:12:591STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:13:287STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:13:336STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:13:336STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:13:841STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:14:486STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:14:486STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:14:486STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:14:486STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:14:486STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:15:288STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:15:336STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:15:336STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:15:942STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:16:434STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:16:435STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:16:435STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:16:435STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:16:435STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:17:086STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:17:188STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:17:188STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:17:739STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:18:337STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:18:337STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:18:337STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:18:338STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:18:338STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:19:086STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:19:135STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:19:135STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:19:741STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:20:386STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:20:386STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:20:386STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:20:386STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:20:386STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:21:188STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:21:235STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:21:236STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:21:792STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:22:335STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:22:335STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:22:335STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:22:335STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:22:336STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:23:091STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:23:136STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:23:136STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:23:640STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:24:237STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:24:237STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:24:237STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:24:237STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:24:238STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:24:835STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:24:940STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:24:940STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:25:491STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:26:087STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:26:087STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:26:087STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:26:087STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:26:088STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:26:737STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:26:786STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:26:786STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:27:340STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:27:986STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:27:986STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:27:986STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:27:986STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:27:986STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:28:685STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:28:735STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:28:735STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:29:341STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:29:886STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:29:886STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:29:886STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:29:886STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:29:886STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:30:587STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:30:687STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:30:687STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:31:292STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:31:786STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:31:786STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:31:786STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:31:787STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:31:787STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:32:539STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:32:586STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:32:586STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:33:141STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:33:689STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:33:689STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:33:689STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:33:689STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:33:689STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:34:388STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:34:435STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:34:435STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:34:991STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:35:486STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:35:486STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:35:487STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:35:487STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:35:487STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:36:086STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:36:186STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:36:186STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:36:791STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:37:335STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:37:335STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:37:335STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:37:335STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:37:336STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:38:135STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:38:237STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:38:237STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:38:843STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:39:336STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:39:336STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:39:336STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:39:336STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:39:336STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:40:086STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:40:186STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:40:186STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:40:740STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:41:487STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:41:487STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:41:488STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:41:488STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:41:488STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:42:185STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:42:234STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:42:235STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:42:743STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:43:285STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:43:286STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:43:286STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:43:286STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:43:286STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:44:085STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:44:186STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:44:186STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:44:795STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:45:288STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:45:288STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:45:551STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:45:552STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:45:552STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:46:087STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:46:187STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:46:187STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:46:740STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:47:288STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:47:288STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:47:288STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:47:288STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:47:288STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:48:038STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:48:087STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:48:087STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:48:640STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:49:137STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:49:137STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:49:137STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:49:137STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:49:137STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:49:985STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:50:085STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:50:086STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:50:641STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:51:135STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:51:135STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:51:135STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:51:135STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:51:135STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:51:986STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:52:034STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:52:034STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:52:539STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:53:185STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:53:185STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:53:185STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:53:185STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:53:185STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:53:885STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:53:988STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:53:988STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:54:539STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:55:036STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:55:036STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:55:037STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:55:037STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:55:037STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:55:735STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:55:837STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:55:838STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:56:391STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:56:936STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:56:936STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:56:936STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:56:937STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:56:937STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:57:637STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:57:687STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:57:687STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:58:295STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:58:735STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:58:736STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:58:736STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:58:736STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:58:736STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:59:389STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:59:435STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:53:59:435STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:00:038STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:00:587STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:00:587STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:00:587STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:00:587STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:00:588STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:01:286STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:01:335STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:01:335STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:01:990STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:02:434STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:02:434STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:02:434STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:02:435STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:02:435STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:03:237STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:03:286STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:03:286STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:03:841STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:04:385STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:04:385STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:04:385STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:04:385STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:04:385STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:05:087STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:05:185STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:05:186STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:05:689STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:06:284STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:06:285STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:06:285STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:06:285STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:06:285STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:06:935STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:07:037STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:07:038STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:07:640STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:08:187STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:08:187STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:08:187STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:08:188STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:08:188STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:08:786STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:08:887STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:08:913STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:09:490STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:09:984STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:09:985STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:09:985STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:09:985STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:09:985STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:10:790STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:10:834STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:10:834STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:11:492STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:12:033STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:12:034STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:12:034STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:12:034STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:12:034STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:12:685STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:12:734STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:12:734STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:13:390STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:13:886STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:13:886STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:13:887STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:13:887STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:13:887STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:14:535STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:14:637STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:14:637STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:15:242STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:15:833STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:15:833STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:15:834STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:15:834STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:15:834STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:16:486STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:16:586STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:16:586STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:17:190STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:17:685STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:17:685STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:17:685STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:17:685STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:17:685STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:18:433STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:18:485STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:18:485STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:19:091STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:19:634STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:19:634STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:19:634STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:19:635STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:19:635STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:20:487STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:20:534STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:20:534STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:21:441STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:21:985STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:21:985STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:21:985STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:21:985STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:21:985STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:22:684STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:22:733STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:22:734STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:23:340STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:23:833STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:23:833STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:23:834STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:23:834STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:23:834STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:24:534STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:24:635STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:24:635STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:25:240STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:25:736STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:25:736STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:25:736STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:25:736STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:25:737STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:26:435STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:26:485STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:26:485STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:27:039STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:27:536STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:27:536STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:27:536STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:27:536STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:27:536STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:28:238STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:28:285STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:28:286STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:28:840STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:29:384STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:29:384STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:29:384STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:29:384STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:29:384STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:30:287STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:30:334STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:30:334STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:30:938STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:31:487STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:31:487STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:31:488STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:31:488STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:31:488STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:32:187STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:32:233STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:32:233STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:32:788STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:33:287STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:33:287STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:33:287STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:33:288STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:33:288STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:33:984STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:34:034STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:34:034STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:34:639STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:35:185STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:35:185STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:35:185STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:35:185STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:35:185STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:35:984STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:36:034STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:36:035STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:36:640STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:37:133STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:37:133STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:37:133STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:37:133STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:37:133STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:37:834STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:37:884STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:37:884STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:38:439STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:38:933STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:38:933STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:38:934STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:38:934STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:38:934STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:39:633STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:39:683STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:39:684STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:40:239STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:42:386STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:42:386STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:42:386STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:42:386STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:42:386STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:42:983STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:43:034STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:43:034STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:43:588STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:44:134STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:44:134STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:44:134STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:44:135STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:44:135STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:44:833STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:44:883STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:44:883STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:45:437STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:46:033STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:46:033STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:46:033STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:46:033STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:46:033STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:46:683STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:46:733STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:46:733STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:47:288STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:47:837STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:47:838STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:47:838STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:47:838STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:47:838STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:48:583STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:48:633STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:48:633STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:49:186STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:49:735STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:49:736STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:49:736STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:49:736STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:49:736STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:50:333STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:50:383STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:50:383STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:50:987STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:51:583STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:51:583STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:51:583STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:51:583STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:51:583STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:52:334STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:52:383STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:52:383STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:52:988STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:533STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:533STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:533STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:533STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:53:533STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:54:233STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:54:283STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:54:283STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:54:786STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:55:334STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:55:334STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:55:334STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:55:334STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:55:335STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:55:983STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:56:034STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:56:034STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:56:637STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:57:133STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:57:133STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:57:133STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:57:133STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:57:134STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:57:833STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:57:883STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:57:883STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:58:437STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:58:934STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:58:934STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:58:934STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:58:934STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:58:934STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:59:583STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:59:633STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:54:59:634STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:00:138STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:00:683STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:00:683STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:00:683STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:00:683STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:00:684STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:01:333STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:01:383STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:01:383STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:01:937STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:02:433STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:02:433STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:02:433STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:02:433STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:02:433STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:03:082STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:03:134STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:03:134STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:03:737STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:04:233STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:04:233STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:04:233STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:04:234STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:04:234STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:04:934STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:04:983STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:04:983STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:05:538STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:06:135STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:06:135STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:06:135STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:06:135STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:06:135STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:06:684STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:06:734STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:06:734STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:07:386STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:07:933STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:07:933STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:07:933STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:07:933STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:07:933STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:08:683STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:08:733STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:08:733STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:09:386STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:09:883STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:09:883STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:09:883STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:09:883STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:09:883STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:10:535STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:10:583STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:10:583STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:11:136STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:11:682STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:11:683STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:11:683STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:11:683STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:11:683STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:12:382STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:12:484STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:12:485STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:13:040STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:13:586STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:13:586STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:13:587STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:13:587STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:13:587STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:13:885STACKUnable to retrieve the 'DistrictDust' descriptor from the database.

DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects_Exploitation+c__Iterator42D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator73:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator6E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:55:14:233STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:14:334STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:14:334STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:14:891STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:15:383STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:15:384STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:15:385STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:15:385STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:15:385STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:16:133STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:16:234STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:16:234STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:16:838STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:17:383STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:17:383STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:17:384STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:17:384STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:17:384STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:18:084STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:18:133STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:18:133STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:18:688STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:18:733STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:18:733STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:18:733STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:18:733STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:18:734STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:19:185STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:19:287STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:19:287STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:19:487STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:19:583STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:19:583STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:19:583STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:19:583STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:19:583STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:19:683STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:19:785STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:19:785STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:19:987STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:20:234STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:20:489STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:20:489STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:20:489STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:20:533STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:20:533STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:20:533STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:20:533STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:20:533STACK$Target not set Empire 1/1st Mutsu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:20:682STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:20:732STACKPreprocessor failed because the tile (20,85) is not passable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:20:732STACKPreprocessor failed because the tile (20,85) is not stopable for army 4176.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:20:937STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:21:035STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:21:035STACKTimeout: Tickables NeedTick: NavyArmy, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , AICommanderMission_DefenseRoaming, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , NavyFortress, , , , , , , , , , , , , , , , , , , , , , , , NavyFortress, NavyFortress, , , , , , , NavyFortress, , , NavyFortress, , , , , , NavyFortress, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , AICommanderMission_ExplorationDefault, ,

GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:21:035STACKTimeout: Tickables NeedTick Count: 9

GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:23:189STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator662:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:23:189STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1A8:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:23:189STACK[Desync] 'PointOfInterest#340' has been reattached to 'City#933' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1A8:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:23:189STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingFlames

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1A8:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:23:189STACK[Desync] 'PointOfInterest#369' has been reattached to 'City#884' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1A8:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:23:189STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingFlames

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1A8:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:23:189STACK[Desync] 'PointOfInterest#368' has been reattached to 'City#884' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1A8:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:23:190STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingFlames

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1A8:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:23:190STACK[Desync] 'PointOfInterest#370' has been reattached to 'City#884' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1A8:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:23:283STACKLobby data has been set (key: '_Turn', data: '87').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:23:563STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:55:23:563STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

23:55:25:084STACKGameServerState_Turn_Begin.

GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:26:234STACKCannot add a simulation object twice to the same parent, ignoring...

Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator24B:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:31:735STACK[Net] Transition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:31:834STACKGameServerState_Turn_AI.

GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:32:833STACKCan't find resource location 'Production' (reference location: City#1378).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

23:55:39:737STACKGameServerState_Turn_Main.

GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:40:037STACKGameClientState_Turn_Begin.

GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:40:489STACKGameClientState_Turn_Main.

GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:40:489STACKUnable to retrieve the 'TerrainTagOcean' descriptor from the database.

DepartmentOfTheInterior:RemoveSimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:RemoveAnyTerrainTypeDescriptor(System.Reflection.ParameterInfo)
District:RefreshTerrainDescriptors()
District:OnWorldTerraformed(System.Reflection.ParameterInfo)
District:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClient+c__Iterator64E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:40:489STACKUnable to retrieve the 'DistrictDust' descriptor from the database.

DepartmentOfTheInterior:RemoveSimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:RemoveAnyAnomalyDescriptor(System.Reflection.ParameterInfo)
District:RefreshTerrainDescriptors()
District:OnWorldTerraformed(System.Reflection.ParameterInfo)
District:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClient+c__Iterator64E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:40:634STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:55:40:634STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:55:40:634STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:55:40:634STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:55:40:634STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:55:40:634STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:55:40:634STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:55:40:635STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:55:40:635STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:55:40:635STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:55:40:635STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:55:40:635STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:55:40:635STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:55:40:635STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:55:40:635STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:55:40:635STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:55:40:635STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:55:40:635STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:55:40:636STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:55:40:636STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:55:40:636STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:55:40:636STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:55:40:636STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:55:40:636STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:55:40:636STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:55:40:636STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:55:40:636STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:55:40:636STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:55:40:637STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

23:55:40:637STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:41:038STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000B31, empire: 34, guid: 7064, level: 3

DepartmentOfDefense+c__Iterator1D6:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:41:038STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000B32, empire: 31, guid: 7069, level: 3

DepartmentOfDefense+c__Iterator1D6:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:41:233STACKRegister new contract DiplomaticContract 7076 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 3 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator625:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:41:233STACKELCP: Empire 0 OrderFillContract adding term MarketBanNullification Proposer: 0 Provider: 0 Receiver: 3

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:41:233STACKDiplomatic relation between empire 3 and empire 0: Remove ability MarketBan

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTerm:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:41:233STACKContract 7076 pass from state Negotiation to state Signed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:41:384STACKRegister new contract DiplomaticContract 7078 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 2 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator625:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:41:483STACKELCP: Empire 3 OrderFillContract adding term MarketBan Proposer: 3 Provider: 3 Receiver: 2

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:41:584STACKRegister new contract DiplomaticContract 7079 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 5 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator625:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:41:585STACKRegister new contract DiplomaticContract 7080 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 4 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator625:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:41:585STACKContract 7078 pass from state Negotiation to state Signed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:43:742STACKELCP: Empire 4/-6.084202 with Empire Empire 5/0.3732041 SweetenDeal succesfull

AILayer_Diplomacy:SweetenDeal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:43:742STACKELCP: Empire 4 OrderFillContract adding term AskToDeclareWar Proposer: 4 Provider: 5 Receiver: 4

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:43:742STACKELCP: Empire 4 OrderFillContract adding term ResourceDeal Proposer: 4 Provider: 4 Receiver: 5 ResourceName: Strategic5 Amount: 7

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:43:742STACKELCP: Empire 4 OrderFillContract adding term TechnologyDeal Proposer: 4 Provider: 4 Receiver: 5 Technology: TechnologyDefinitionScience2

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:45:191STACKELCP: Empire 5 OrderFillContract adding term AskToDeclareWar Proposer: 5 Provider: 4 Receiver: 5

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:45:213STACKELCP: Empire 5 OrderFillContract adding term AskToDeclareWar Proposer: 5 Provider: 5 Receiver: 4

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:45:213STACKELCP: Empire 5 OrderFillContract adding term ResourceDeal Proposer: 5 Provider: 4 Receiver: 5 ResourceName: Orb Amount: 4

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:45:213STACKELCP: Empire 5 OrderFillContract adding term ResourceDeal Proposer: 5 Provider: 4 Receiver: 5 ResourceName: Luxury1 Amount: 11.2

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:45:213STACKELCP: Empire 5 OrderFillContract adding term ResourceDeal Proposer: 5 Provider: 4 Receiver: 5 ResourceName: Luxury11 Amount: 10.4

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:45:213STACKELCP: Empire 5 OrderFillContract adding term ResourceDeal Proposer: 5 Provider: 4 Receiver: 5 ResourceName: Luxury6 Amount: 14.4

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:45:213STACKELCP: Empire 5 OrderFillContract adding term ResourceDeal Proposer: 5 Provider: 4 Receiver: 5 ResourceName: Strategic3 Amount: 25.6

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:45:537STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:239STACK$Target not set Empire 1/1st Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:240STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:240STACK$Target not set Empire 1/1st Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:240STACK$Target not set Empire 1/1st Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:241STACK$Target not set Empire 1/1st Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:241STACKELCP: Empire 6 OrderFillContract adding term ColdWarToPeace Proposer: 6 Provider: 6 Receiver: 5 DestinationState: DiplomaticRelationStatePeace

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:384STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:384STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:384STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:384STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:384STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:384STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:385STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:385STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:385STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:385STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:385STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:385STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:385STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:385STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:385STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:386STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:386STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:386STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:386STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:386STACKContract 7079 pass from state Negotiation to state Proposed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:534STACKContract 7080 pass from state Negotiation to state Proposed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:684STACKDiplomatic relation between empire 5 and empire 0: Remove ability CloseBorders

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticTermProposal:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:684STACKDiplomatic relation between empire 5 and empire 0: Remove ability ColdWarAttackArmies

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticTermProposal:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:684STACKDiplomatic relation between empire 5 and empire 0: Remove ability ColdWar

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticTermProposal:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:684STACKDiplomatic relation between empire 0 and empire 5: Remove ability CloseBorders

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticTermProposal:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:684STACKDiplomatic relation between empire 0 and empire 5: Remove ability ColdWarAttackArmies

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticTermProposal:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:684STACKDiplomatic relation between empire 0 and empire 5: Remove ability ColdWar

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticTermProposal:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:684STACKContract 7079 pass from state Proposed to state Signed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:46:835STACKContract 4815 pass from state Negotiation to state Proposed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:47:239STACK$Target not set Empire 4/1st Boar Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:47:239STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:47:239STACKContract 7080 pass from state Proposed to state Refused.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:47:486STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:47:486STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:47:486STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:47:486STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:47:486STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:47:486STACKDiplomatic relation between empire 6 and empire 5: Remove ability ColdWarAttackArmies

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:47:486STACKDiplomatic relation between empire 6 and empire 5: Remove ability ColdWar

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:47:487STACKDiplomatic relation between empire 5 and empire 6: Remove ability ColdWarAttackArmies

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:47:487STACKDiplomatic relation between empire 5 and empire 6: Remove ability ColdWar

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:47:487STACKContract 4815 pass from state Proposed to state Signed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:48:284STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

23:55:48:732STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:48:732STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:48:732STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:48:732STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:48:733STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:49:282STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

23:55:49:282STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:49:282STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:49:282STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:49:283STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:49:283STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:49:283STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:49:283STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:49:283STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:49:283STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:49:283STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:49:982STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:49:982STACKOrder preprocessing failed because the target army world position is not valid.

DepartmentOfDefense:TransferGarrisonToNewArmyPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:50:887STACKRegister new contract DiplomaticContract 7085 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 6 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator625:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:50:887STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:50:887STACKELCP: Empire 0 OrderFillContract adding term ColdWarToPeace Proposer: 0 Provider: 0 Receiver: 6 DestinationState: DiplomaticRelationStatePeace

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:50:887STACKContract 7085 pass from state Negotiation to state Proposed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:50:984STACKArmyGoToAndAttackInstruction: lock target 6634.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:50:984STACKContract 7085 pass from state Proposed to state Refused.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:51:431STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

23:55:52:382STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:53:134STACKArmyGoToAndAttackInstruction: Unlock target 6634.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:53:233STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:53:233STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:53:233STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:53:233STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:53:233STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:53:482STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

23:55:53:495STACKOrder preprocessing failed because the target unit(s) has(have) not enough movement points.

DepartmentOfDefense:TransferGarrisonToNewArmyPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:53:833STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:53:833STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:53:834STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:54:134STACKGotoAndAttack Preprocessor. Attacker=6248, Defender=6742.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:54:384STACKGotoAndAttack Preprocessor. Attacker=6095, Defender=6742.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:54:384STACKOrder preprocessing failed because the defender is moving. Attacker=6095, Defender=6742.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:54:384STACKGotoAndAttack Preprocessor. Attacker=6412, Defender=5693.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:54:384STACKGotoAndAttack Preprocessor. Attacker=6745, Defender=6625.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:54:384STACKOrder preprocessing failed because the defender is moving. Attacker=6745, Defender=6625.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:54:483STACKArmyGoToAndAttackInstruction: lock target 5693.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:54:483STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:54:732STACK$Target not set Empire 1/1st Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:54:732STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:54:751STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:54:751STACKGotoAndAttack Preprocessor. Attacker=5812, Defender=6297.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:54:831STACKArmyGoToAndAttackInstruction: lock target 6297.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:54:980STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:54:980STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:54:980STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:54:981STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:54:981STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:54:981STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:54:981STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:54:981STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:54:981STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:54:981STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:54:981STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:54:982STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:54:982STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:54:982STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:54:982STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:54:982STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:55:283STACK$Target not set Empire 4/1st Boar Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:55:284STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:55:284STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:55:284STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:55:284STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:55:285STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:55:285STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:55:484STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:55:884STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:55:884STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:55:884STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:55:884STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:55:884STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:55:884STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:55:884STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:55:884STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:55:884STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:55:884STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:56:082STACKPreprocessor failed because the tile (24,74) is not stopable for army 6974.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:56:585STACKArmyGoToAndAttackInstruction: Unlock target 5693.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:56:585STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #4, context: 'Fortress#449'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo)
GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator630:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:56:932STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6634.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:56:932STACKGotoAndAttack Preprocessor. Attacker=6411, Defender=6095.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:57:032STACKPreprocessor failed because the tile (33,94) is not passable for army 6095.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:57:032STACKPreprocessor failed because the tile (33,94) is not stopable for army 6095.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:57:134STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:57:181STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:57:733STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

23:55:58:231STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:58:231STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:58:231STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:58:331STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:58:532STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:58:532STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:58:532STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:58:532STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:58:532STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:58:781STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:58:781STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:58:781STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:58:781STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:58:781STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:58:782STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:58:782STACKGotoAndAttack Preprocessor. Attacker=7086, Defender=4062.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:58:884STACKArmyGoToAndAttackInstruction: lock target 4062.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:59:430STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury5').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:59:431STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury5').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:59:431STACKBooster BoosterLuxury5 does not have an activations counter property named 'BoosterLuxury5Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:59:883STACKArmyGoToAndAttackInstruction: Attack target: 6297

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:55:59:883STACKArmyGoToAndAttackInstruction: Unlock target 6297.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:00:033STACKArmyGoToAndAttackInstruction: Attack target: 4062

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:00:033STACKArmyGoToAndAttackInstruction: Unlock target 4062.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:00:185STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:00:585STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:00:585STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:00:682STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:00:683STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:00:683STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:00:683STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:00:683STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:00:683STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:00:683STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:00:683STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:00:684STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:00:684STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:00:684STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:00:684STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:00:684STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:00:684STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:00:684STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:00:684STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:00:882STACK$Target not set Empire 4/1st Boar Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:00:882STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:00:882STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:00:882STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:00:882STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:00:882STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:00:883STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:01:234STACK$Target not set Empire 5/1st Executor of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_AttackCampDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:01:235STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_AttackCampDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:01:235STACK$Target not set Empire 5/1st Executor of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_AttackCampDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:01:432STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:01:433STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:01:433STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:01:433STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:01:433STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:01:783STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:01:783STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:02:383STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:02:383STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:02:383STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:02:384STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:02:537STACKEventBoosterActivated! (booster definition name: 'BoosterFood').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:02:537STACKEventBoosterStarted! (booster definition name: 'BoosterFood').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:02:537STACKBooster BoosterFood does not have an activations counter property named 'BoosterFoodActivations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:02:537STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:02:785STACKGotoAndAttack Preprocessor. Attacker=6095, Defender=6742.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:02:933STACKArmyGoToAndAttackInstruction: lock target 6742.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:02:933STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:02:933STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:02:933STACKGotoAndAttack Preprocessor. Attacker=6412, Defender=5693.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:03:181STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:03:334STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:03:335STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:03:335STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:03:335STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:03:483STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:03:483STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:03:983STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:03:983STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:03:983STACKPreprocessor failed because the transition between (33,94) and (31,93) is impossible for army 6095.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:03:983STACKArmyGoToAndAttackInstruction: Unlock target 6742.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:04:636STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:04:637STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:04:637STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:04:637STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:04:637STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:04:637STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:04:637STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:04:637STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:04:637STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:04:637STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:04:637STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:04:637STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:05:131STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:05:936STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:05:936STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:185STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:185STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:185STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:185STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:185STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:185STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:185STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:186STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:186STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:186STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:186STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:186STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:334STACK$Target not set Empire 4/1st Boar Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:334STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:334STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:335STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:335STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:335STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:335STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:636STACK$Target not set Empire 5/1st Executor of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_AttackCampDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:654STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_AttackCampDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:654STACK$Target not set Empire 5/1st Executor of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_AttackCampDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:654STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:654STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:654STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:655STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:655STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:980STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:980STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:981STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:981STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:981STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:06:981STACKLOCKING: AICommanderMission_ExplorationDefault tries to recruit Army assigned to AICommanderMission_ExplorationDefault

AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
AICommanderMission:TryGetArmyData()
AICommanderMissionWithRequestArmy:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:07:233STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

23:56:07:482STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

23:56:07:830STACKGotoAndAttack Preprocessor. Attacker=6095, Defender=6742.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:07:831STACKOrder preprocessing failed because the defender is moving. Attacker=6095, Defender=6742.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:07:831STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:07:933STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:07:933STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:07:934STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:07:934STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:08:081STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:08:831STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:08:831STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:08:832STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:08:832STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:08:832STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:08:981STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

23:56:09:081STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:09:081STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:09:081STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:09:082STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:09:082STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:09:082STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:09:082STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:09:082STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:09:082STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:09:082STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:09:280STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:09:281STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:09:281STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:09:281STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:09:281STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:09:532STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:09:532STACKSynchronous job SynchronousJob_ProcessRichboyResourceTradingOrder failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:09:532STACKSynchronous job SynchronousJob_ProcessStockpileSellingOrder failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:09:533STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury5').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:09:533STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury5').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:09:533STACKBooster BoosterLuxury5 does not have an activations counter property named 'BoosterLuxury5Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:09:733STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:09:733STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:09:733STACKBooster BoosterLuxury9 does not have an activations counter property named 'BoosterLuxury9Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:09:781STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury14').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:09:781STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury14').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:09:781STACKBooster BoosterLuxury14 does not have an activations counter property named 'BoosterLuxury14Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:10:182STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

23:56:10:282STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:10:283STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:10:283STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:10:283STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:10:283STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:10:283STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:10:283STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:10:283STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:10:283STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:10:283STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:10:283STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:10:283STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:10:331STACKPreprocessor failed because the tile (55,90) is not stopable for army 6021.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:10:482STACK$Target not set Empire 4/1st Boar Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:10:482STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:10:681STACK$Target not set Empire 5/1st Executor of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_AttackCampDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:10:681STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_AttackCampDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:10:682STACK$Target not set Empire 5/1st Executor of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_AttackCampDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:11:530STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:11:581STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:11:581STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:11:581STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:11:581STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:12:531STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:12:531STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:12:531STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:12:531STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:12:532STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:12:732STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:12:732STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:12:732STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:12:732STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:12:732STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:12:732STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:12:732STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:12:732STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:12:733STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:12:733STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:13:181STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:13:181STACKThe construction 7000 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1A0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:13:880STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:13:881STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:13:881STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:13:881STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:13:881STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:13:881STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:13:881STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:13:881STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:14:134STACK$Target not set Empire 4/1st Boar Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:14:134STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:14:134STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:14:135STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:14:135STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:14:135STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:14:135STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:14:331STACK$Target not set Empire 5/1st Executor of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_AttackCampDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:14:332STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_AttackCampDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:14:332STACK$Target not set Empire 5/1st Executor of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_AttackCampDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:14:531STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:14:531STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:14:531STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:14:532STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:14:532STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:15:231STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:15:334STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:15:334STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:15:334STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:15:341STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:15:480STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:15:680STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

23:56:16:180STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:16:181STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:16:181STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:16:181STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:16:181STACK$Target not set Empire 2/1st Trowth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:16:381STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:16:381STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:16:381STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:16:381STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:16:381STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:16:381STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:16:382STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:16:382STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:16:382STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:16:382STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:16:382STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:16:382STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:16:382STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:16:382STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:16:382STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:16:681STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:16:681STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:16:681STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:16:681STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:17:231STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:17:231STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:17:231STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:17:231STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:17:584STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:17:584STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:17:584STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:17:584STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:17:585STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:17:585STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:17:585STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:17:585STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:17:585STACK$Target not set Empire 4/1st Boar Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:18:180STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:18:180STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:18:180STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:18:180STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:18:181STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:18:680STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:18:731STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:18:731STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:18:731STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:18:731STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:19:680STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:19:681STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:19:681STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:19:681STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:19:681STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:19:682STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:19:682STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:19:682STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:19:682STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:19:682STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:19:932STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:19:932STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:19:932STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:19:932STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:19:932STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:21:883STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:21:883STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:21:883STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:21:884STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:21:884STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:22:032STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury12').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:22:032STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury12').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:22:033STACKBooster BoosterLuxury12 does not have an activations counter property named 'BoosterLuxury12Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:22:230STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:22:332STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:22:332STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:22:332STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:22:332STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:22:430STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:22:932STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:22:932STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:22:932STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:22:932STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:22:932STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:23:181STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:23:181STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:23:181STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:23:181STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:23:181STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:23:882STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:23:882STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:23:882STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:23:882STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:23:882STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:23:883STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:23:883STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:23:883STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:24:881STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:24:935STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:24:935STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:24:935STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:24:935STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:25:681STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:25:681STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:25:681STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:25:681STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:25:682STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:25:682STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:25:682STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:25:682STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:25:682STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:25:682STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:25:682STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:25:683STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:25:683STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:25:683STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:25:683STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:27:180STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:27:231STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:27:232STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:27:232STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:27:232STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:27:631STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:29:032STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:29:032STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:29:032STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:29:032STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:29:033STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:29:282STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:29:282STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:29:282STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:29:283STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:29:283STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:29:683STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:29:937STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:29:937STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:29:937STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:29:937STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:30:533STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:30:533STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:30:533STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:30:533STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:30:533STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:31:633STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:31:733STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:31:733STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:31:733STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:31:733STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:31:882STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:33:334STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:33:335STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:33:335STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:33:335STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:33:336STACK$Target not set Empire 4/1st Auroch Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:33:582STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:33:632STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:33:632STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:33:632STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:33:632STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:34:281STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:34:281STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:34:281STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:34:281STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:34:281STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:35:432STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:35:490STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:35:490STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:35:491STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:35:491STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:35:681STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:36:183STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:36:183STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:36:183STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:36:183STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:36:183STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:37:382STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:37:431STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:37:432STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:37:432STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:37:432STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:38:083STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:38:083STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:38:083STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:38:083STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:38:083STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:39:280STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:39:382STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:39:383STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:39:383STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:39:383STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:39:581STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:40:031STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:40:031STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:40:031STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:40:031STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:40:031STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:41:334STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:41:432STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:41:432STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:41:432STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:41:432STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:42:032STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:42:033STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:42:033STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:42:033STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:42:033STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:43:182STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:43:230STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:43:231STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:43:231STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:43:231STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:43:433STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:43:932STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:43:933STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:43:933STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:43:934STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:43:934STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:45:181STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:45:234STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:45:234STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:45:234STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:45:235STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:45:880STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:45:880STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:45:882STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:45:882STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:45:882STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:47:180STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:47:229STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:47:229STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:47:230STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:47:230STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:47:380STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:47:883STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:47:883STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:47:883STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:47:883STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:47:883STACK$Target not set Empire 1/2nd Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:49:031STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:49:080STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:49:080STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:49:081STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:49:081STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:50:985STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:51:031STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:51:032STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:51:032STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:51:032STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:51:180STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:52:882STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:52:984STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:52:984STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:52:985STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:52:985STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:54:831STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:54:932STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:54:932STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:54:932STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:54:932STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:55:132STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:56:881STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:56:980STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:56:981STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:56:981STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:56:981STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:58:829STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:58:880STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:58:880STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:58:880STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:58:880STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:56:59:080STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:00:829STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:00:881STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:00:882STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:00:882STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:00:883STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:02:681STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:02:781STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:02:781STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:02:781STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:02:781STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:02:981STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:04:784STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:04:833STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:04:833STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:04:833STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:04:833STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:06:482STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:06:534STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:06:534STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:06:534STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:06:534STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:06:633STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:08:380STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:08:432STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:08:433STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:08:433STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:08:433STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:10:231STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:10:282STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:10:283STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:10:283STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:10:283STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:10:480STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:12:132STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:12:231STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:12:232STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:12:232STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:12:232STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:13:930STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:13:979STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:13:980STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:13:980STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:13:980STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:14:180STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:15:830STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:15:880STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:15:882STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:15:882STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:15:882STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:17:780STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:17:832STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:17:832STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:17:832STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:17:833STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:17:980STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:19:735STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:19:786STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:19:786STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:19:786STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:19:786STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:21:634STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:21:733STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:21:733STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:21:733STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:21:734STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:21:934STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:23:682STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:23:780STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:23:781STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:23:781STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:23:781STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:25:581STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:25:630STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:25:630STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:25:630STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:25:630STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:25:780STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:27:381STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:27:482STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:27:482STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:27:482STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:27:482STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:29:178STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:29:229STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:29:229STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:29:229STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:29:229STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:29:380STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:31:129STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:31:179STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:31:179STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:31:179STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:31:179STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:32:980STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:33:030STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:33:030STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:33:030STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:33:030STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:33:280STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:34:829STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:34:880STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:34:880STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:34:880STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:34:880STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:36:581STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:36:631STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:36:631STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:36:631STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:36:632STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:36:880STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:38:481STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:38:531STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:38:531STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:38:531STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:38:531STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:40:230STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:40:588STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:40:588STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:40:588STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:40:588STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:40:631STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:42:281STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:42:380STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:42:380STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:42:380STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:42:381STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:44:181STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:44:280STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:44:281STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:44:281STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:44:281STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:44:482STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:46:179STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:46:230STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:46:230STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:46:230STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:46:230STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:48:131STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:48:186STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:48:186STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:48:187STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:48:187STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:48:330STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:49:928STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:49:980STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:49:980STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:49:981STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:49:981STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:51:828STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:51:929STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:51:929STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:51:929STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:51:930STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:52:080STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:53:681STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:53:729STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:53:729STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:53:729STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:53:730STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:55:529STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:55:579STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:55:579STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:55:579STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:55:579STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:55:779STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:57:383STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:57:429STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:57:429STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:57:430STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:57:430STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:59:283STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:59:328STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:59:328STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:59:328STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:59:328STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:57:59:481STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:01:130STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:01:179STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:01:179STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:01:179STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:01:179STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:02:928STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:02:979STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:02:979STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:02:979STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:02:979STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:03:179STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:04:879STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:04:930STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:04:930STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:04:930STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:04:931STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:06:779STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:06:829STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:06:829STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:06:829STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:06:829STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:06:979STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:08:579STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:08:681STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:08:681STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:08:681STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:08:681STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:10:529STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:10:579STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:10:579STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:10:579STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:10:579STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:10:779STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:12:528STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:12:579STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:12:579STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:12:579STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:12:579STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:14:380STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:14:482STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:14:482STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:14:482STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:14:482STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:14:679STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:16:328STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:16:432STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:16:432STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:16:433STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:16:433STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:18:228STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:18:278STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:18:278STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:18:278STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:18:278STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:18:529STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:20:128STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:20:178STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:20:178STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:20:178STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:20:179STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:22:128STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:22:178STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:22:179STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:22:179STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:22:179STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:22:379STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:24:028STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:24:131STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:24:131STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:24:131STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:24:131STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:25:829STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:25:880STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:25:880STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:25:880STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:25:880STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:26:079STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:27:829STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:27:879STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:27:879STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:27:879STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:27:879STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:29:828STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:29:878STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:29:878STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:29:878STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:29:879STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:30:078STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:31:827STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:31:878STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:31:878STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:31:878STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:31:878STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:33:680STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:33:781STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:33:781STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:33:782STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:33:782STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:33:881STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:35:529STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:35:578STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:35:578STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:35:579STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:35:579STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:37:428STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:37:479STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:37:480STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:37:480STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:37:480STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:37:678STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:39:380STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:39:427STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:39:428STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:39:428STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:39:428STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:41:381STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:41:427STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:41:428STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:41:428STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:41:428STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:41:629STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:43:328STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:43:429STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:43:429STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:43:429STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:43:429STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:45:282STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:45:327STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:45:327STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:45:327STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:45:328STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:45:528STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:47:127STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:47:179STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:47:179STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:47:179STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:47:179STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:48:980STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:49:028STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:49:028STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:49:028STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:49:028STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:49:228STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:50:827STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:50:932STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:50:933STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:50:933STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:50:933STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:52:727STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:52:832STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:52:832STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:52:832STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:52:832STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:52:982STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:54:679STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:54:727STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:54:727STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:54:727STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:54:727STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:56:639STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:56:729STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:56:730STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:56:730STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:56:730STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:56:932STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:58:531STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:58:578STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:58:578STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:58:578STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:58:58:578STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:00:378STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:00:478STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:00:479STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:00:479STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:00:479STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:00:578STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:02:329STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:02:480STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:02:480STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:02:480STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:02:480STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:04:078STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:04:127STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:04:127STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:04:127STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:04:127STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:04:327STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:05:882STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:05:932STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:05:932STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:05:932STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:05:932STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:07:928STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:07:977STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:07:977STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:07:977STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:07:977STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:08:078STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:09:839STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:09:890STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:09:891STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:09:891STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:09:891STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:11:776STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:11:827STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:11:827STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:11:827STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:11:827STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:11:926STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:13:528STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:13:629STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:13:629STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:13:629STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:13:629STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:15:377STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:15:426STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:15:426STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:15:427STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:15:427STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:15:577STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:17:188STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:17:241STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:17:241STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:17:241STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:17:241STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:19:227STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:19:279STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:19:279STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:19:279STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:19:280STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:19:479STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:21:079STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:21:129STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:21:129STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:21:130STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:21:130STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:23:027STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:23:077STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:23:077STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:23:077STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:23:077STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:23:226STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:24:777STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:24:826STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:24:827STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:24:827STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:24:827STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:26:678STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:26:727STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:26:727STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:26:727STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:26:727STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:26:877STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:28:526STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:28:577STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:28:577STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:28:577STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:28:577STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:30:726STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:30:776STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:30:776STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:30:777STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:30:777STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:30:926STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:32:526STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:32:575STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:32:575STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:32:575STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:32:575STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:34:378STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:34:429STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:34:429STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:34:429STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:34:430STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:34:627STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:36:226STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:36:275STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:36:275STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:36:275STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:36:275STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:38:127STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:38:178STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:38:178STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:38:178STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:38:178STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:38:327STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:39:976STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:40:027STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:40:027STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:40:027STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:40:027STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:41:777STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:41:828STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:41:828STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:41:828STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:41:828STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:42:076STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:43:676STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:43:727STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:43:727STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:43:727STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:43:727STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:45:427STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:45:475STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:45:476STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:45:476STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:45:476STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:45:727STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:47:326STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:47:376STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:47:376STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:47:376STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:47:376STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:49:079STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:49:128STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:49:129STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:49:129STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:49:129STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:49:377STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:51:026STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:51:075STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:51:075STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:51:075STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:51:075STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:52:878STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:52:927STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:52:927STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:52:927STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:52:927STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:53:177STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:54:875STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:54:926STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:54:926STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:54:926STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:54:927STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:56:677STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:56:727STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:56:727STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:56:727STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:56:727STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:56:927STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:58:529STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:58:627STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:58:627STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:58:627STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

23:59:58:627STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:00:426STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:00:478STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:00:478STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:00:478STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:00:478STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:00:628STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:02:275STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:02:377STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:02:377STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:02:377STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:02:377STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:04:027STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:04:076STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:04:076STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:04:088STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:04:088STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:04:328STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:05:876STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:05:978STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:05:978STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:05:978STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:05:978STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:07:876STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:07:927STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:07:927STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:07:927STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:07:927STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:08:177STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:09:826STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:09:877STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:09:877STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:09:877STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:09:877STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:11:926STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:11:977STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:11:977STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:11:977STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:11:977STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:12:177STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:13:826STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:13:930STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:13:930STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:13:930STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:13:930STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:15:625STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:15:727STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:15:727STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:15:727STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:15:729STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:15:877STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:17:628STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:17:675STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:17:675STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:17:675STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:17:675STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:19:525STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:19:574STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:19:574STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:19:574STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:19:574STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:19:775STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:21:575STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:21:677STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:21:677STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:21:677STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:21:677STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:23:528STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:23:574STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:23:575STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:23:575STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:23:575STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:23:724STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:25:426STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:25:477STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:25:478STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:25:478STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:25:478STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:27:176STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:27:224STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:27:224STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:27:224STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:27:225STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:27:424STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:29:124STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:29:175STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:29:175STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:29:175STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:29:176STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:31:076STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:31:176STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:31:177STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:31:177STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:31:177STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:31:325STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:33:026STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:33:075STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:33:075STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:33:075STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:33:075STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:34:874STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:34:925STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:34:925STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:34:925STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:34:926STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:35:075STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:36:725STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:36:775STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:36:775STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:36:775STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:36:775STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:38:624STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:38:675STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:38:675STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:38:675STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:38:675STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:38:824STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:40:576STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:40:624STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:40:624STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:40:624STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:40:624STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:42:426STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:42:475STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:42:475STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:42:475STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:42:475STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:42:674STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:44:425STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:44:475STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:44:475STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:44:475STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:44:475STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:46:276STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:46:324STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:46:325STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:46:325STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:46:325STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:46:524STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:48:124STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:48:176STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:48:176STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:48:176STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:48:176STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:50:175STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:50:223STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:50:224STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:50:224STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:50:224STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:50:374STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:52:126STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:52:175STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:52:175STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:52:175STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:52:175STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:54:074STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:54:125STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:54:125STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:54:126STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:54:126STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:54:274STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:55:924STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:55:976STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:55:976STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:55:976STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:55:976STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:57:926STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:57:974STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:57:974STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:57:974STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:57:975STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:58:123STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:59:723STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:59:775STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:59:775STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:59:775STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:00:59:775STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:01:676STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:01:724STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:01:724STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:01:724STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:01:724STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:01:874STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:03:674STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:03:774STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:03:775STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:03:775STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:03:775STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:05:524STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:05:625STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:05:625STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:05:625STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:05:625STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:05:776STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:07:474STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:07:576STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:07:576STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:07:576STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:07:576STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:09:424STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:09:528STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:09:528STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:09:528STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:09:528STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:09:675STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:11:624STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:11:673STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:11:673STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:11:673STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:11:674STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:13:424STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:13:526STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:13:526STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:13:526STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:13:526STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:13:723STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:15:422STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:15:524STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:15:526STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:15:526STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:15:526STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:17:422STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:17:474STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:17:474STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:17:474STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:17:474STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:17:725STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:19:324STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:19:374STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:19:374STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:19:374STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:19:374STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:21:123STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:21:174STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:21:174STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:21:174STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:21:174STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:21:374STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:23:023STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:23:074STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:23:074STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:23:074STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:23:074STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:24:823STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:24:927STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:24:927STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:24:927STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:24:927STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:25:124STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:26:680STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:26:730STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:26:730STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:26:730STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:26:730STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:28:474STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:28:577STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:28:577STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:28:577STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:28:577STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:28:723STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:30:274STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:30:375STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:30:375STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:30:376STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:30:376STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:32:176STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:32:225STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:32:225STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:32:225STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:32:225STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:32:325STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:34:025STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:34:074STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:34:074STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:34:074STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:34:074STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:35:874STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:35:923STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:35:923STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:35:923STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:35:923STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:36:075STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:37:822STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:37:873STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:37:874STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:37:874STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:37:874STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:39:872STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:39:923STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:39:923STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:39:923STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:39:923STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:40:123STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:41:824STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:41:872STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:41:872STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:41:872STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:41:873STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:43:722STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:43:774STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:43:774STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:43:774STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:43:775STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:43:976STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:45:623STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:45:725STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:45:725STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:45:726STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:45:727STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:47:572STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:47:624STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:47:625STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:47:625STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:47:625STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:47:773STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:49:323STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:49:372STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:49:372STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:49:372STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:49:373STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:51:172STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:51:274STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:51:274STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:51:274STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:51:274STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:51:373STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:52:977STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:53:023STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:53:023STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:53:023STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:53:024STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:54:873STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:54:923STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:54:923STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:54:924STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:54:924STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:55:123STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:56:825STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:56:872STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:56:872STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:56:872STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:56:872STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:58:623STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:58:672STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:58:672STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:58:673STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:58:673STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:01:58:924STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:00:572STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:00:674STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:00:674STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:00:675STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:00:675STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:02:423STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:02:473STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:02:473STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:02:473STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:02:474STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:02:622STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:04:323STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:04:372STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:04:372STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:04:372STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:04:372STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:06:124STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:06:171STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:06:171STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:06:172STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:06:172STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:06:323STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:08:172STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:08:222STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:08:223STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:08:223STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:08:223STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:10:021STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:10:074STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:10:074STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:10:074STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:10:074STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:10:224STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:11:922STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:11:971STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:11:971STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:11:971STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:11:971STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:13:873STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:13:921STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:13:922STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:13:922STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:13:922STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:13:972STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:15:421STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

00:02:16:223STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:16:272STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:16:272STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:16:273STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:16:273STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:18:222STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:18:323STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:18:323STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:18:324STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:18:324STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:18:473STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:20:222STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:20:324STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:20:324STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:20:324STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:20:324STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:22:022STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:22:124STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:22:124STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:22:124STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:22:124STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:22:323STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:23:822STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:23:923STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:23:923STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:23:923STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:23:923STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:25:672STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:25:721STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:25:721STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:25:721STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:25:721STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:25:921STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:27:523STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:27:622STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:27:622STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:27:622STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:27:622STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:29:424STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:29:473STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:29:473STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:29:473STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:29:473STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:29:622STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:31:221STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:31:272STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:31:272STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:31:272STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:31:273STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:33:172STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:33:220STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:33:220STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:33:220STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:33:220STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:33:421STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:35:171STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:35:222STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:35:222STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:35:222STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:35:222STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:37:121STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:37:223STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:37:224STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:37:224STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:37:224STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:37:421STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:39:372STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:39:472STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:39:472STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:39:472STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:39:473STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:41:523STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:41:571STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:41:571STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:41:571STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:41:572STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:41:721STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:43:321STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:43:424STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:43:424STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:43:424STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:43:424STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:45:372STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:45:473STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:45:473STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:45:473STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:45:474STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:45:671STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:47:471STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:47:573STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:47:573STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:47:573STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:47:573STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:48:924STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:48:924STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:48:972STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:48:972STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:48:972STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:48:973STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:49:223STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:49:271STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:49:271STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:49:271STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:49:271STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:49:523STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:49:523STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:49:572STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:49:572STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:49:572STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:49:572STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:49:872STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:49:971STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:49:972STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:49:972STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:49:972STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:50:321STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:50:321STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:50:423STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:50:424STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:50:424STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:50:424STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:50:723STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:50:771STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:50:772STACKPreprocessor failed because the tile (19,84) is not passable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:50:772STACKPreprocessor failed because the tile (19,84) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:50:772STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:51:221STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:51:221STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , NavyArmy, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , AICommanderMission_BesiegeCityDefault, , , , , , , , , , , , , , , , , AICommanderMission_ExplorationDefault, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , NavyFortress, NavyFortress, , , , , , , , NavyFortress, , , , , NavyFortress, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , ,

GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:51:221STACKTimeout: Tickables NeedTick Count: 8

GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:53:677STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator662:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:53:677STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingFlames

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1A8:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:53:678STACK[Desync] 'PointOfInterest#362' has been reattached to 'City#2984' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1A8:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:53:773STACKLobby data has been set (key: '_Turn', data: '88').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:54:000STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

00:02:54:000STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

00:02:54:823STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingFlames

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator242:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:54:824STACK[Desync] 'PointOfInterest#363' has been reattached to 'City#2984' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator242:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:56:076STACKGameServerState_Turn_Begin.

GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:56:091STACKSeason change: new season 'Summer', the new season will end at turn 90 (duration: 1 turn(s)).

SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SeasonManager:GameServer_Turn_Begin()
GameServerState_Turn_Begin+c__Iterator66A:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:56:828STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:PlayAmbianceMusic()
AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator61D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:57:077STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:57:170STACK[Quest] Applying quest world effect QuestWorldEffect#0005 for 5 turns

QuestManager:IQuestManagementService.ApplyQuestWorldEffect(System.Reflection.ParameterInfo)
GameClient+c__Iterator640:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:57:271STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:57:472STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:57:720STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:58:421STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:58:672STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:58:720STACKCannot add a simulation object twice to the same parent, ignoring...

Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator24B:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:59:121STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:02:59:371STACKUpdateArmyObjective.Initialize

QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:04:672STACK[Net] Transition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:04:773STACKGameServerState_Turn_AI.

GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:05:871STACKAI don't want to research technology TechnologyDefinitionDiplomacyAlliance anymore. AI now wants technology TechnologyDefinitionStrategicExtractionRare.

AILayer_Research:GenerateResearchBuyoutMessage()
AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

00:03:05:920STACKCan't find resource location 'Production' (reference location: City#1378).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

00:03:13:272STACKGameServerState_Turn_Main.

GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:13:577STACKGameClientState_Turn_Begin.

GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:13:725STACKGameClientState_Turn_Main.

GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:15:529STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:15:529STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:15:529STACKRegister new contract DiplomaticContract 7204 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 7 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator625:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:15:529STACKELCP: Empire 0 OrderFillContract adding term MapExchange Proposer: 0 Provider: 0 Receiver: 7

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:15:772STACKContract 7204 pass from state Negotiation to state Proposed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:16:272STACKRegister new contract DiplomaticContract 7208 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 4 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator625:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:16:272STACKRegister new contract DiplomaticContract 7209 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 7 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator625:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:17:726STACKRegister new contract DiplomaticContract 7210 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 6 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator625:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:17:726STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:17:726STACKOrder preprocessing failed because the defender is moving. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:17:726STACKELCP: Empire 3 OrderFillContract adding term CloseBorders Proposer: 3 Provider: 3 Receiver: 4

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:17:727STACKELCP: Empire 4 OrderFillContract adding term AskToDeclareWar Proposer: 4 Provider: 7 Receiver: 4

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:17:727STACKELCP: Empire 4 OrderFillContract adding term ResourceDeal Proposer: 4 Provider: 4 Receiver: 7 ResourceName: Strategic5 Amount: 20

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:18:826STACKRegister new contract DiplomaticContract 7211 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 5 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator625:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:18:826STACKELCP: Empire 5 OrderFillContract adding term OpenBorders Proposer: 5 Provider: 5 Receiver: 6

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:18:826STACKELCP: Empire 5 OrderFillContract adding term ResourceDeal Proposer: 5 Provider: 6 Receiver: 5 ResourceName: Strategic1 Amount: 3.2

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:18:826STACKELCP: Empire 5 OrderFillContract adding term ResourceDeal Proposer: 5 Provider: 6 Receiver: 5 ResourceName: Luxury13 Amount: 8.8

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:18:826STACKELCP: Empire 5 OrderFillContract adding term ResourceDeal Proposer: 5 Provider: 6 Receiver: 5 ResourceName: EmpireMoney Amount: 675.2

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:18:826STACKELCP: Empire 5 OrderFillContract adding term ResourceDeal Proposer: 5 Provider: 6 Receiver: 5 ResourceName: Luxury1 Amount: 5.6

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:19:180STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:19:180STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:19:180STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:19:180STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:19:181STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:19:181STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:19:181STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:19:181STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:19:181STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:19:181STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:19:181STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:19:181STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:19:181STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:19:181STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:19:181STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:19:181STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:19:181STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:20:127STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:20:127STACKELCP: Empire 6 OrderFillContract adding term AskToDeclareWar Proposer: 6 Provider: 5 Receiver: 6

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:20:127STACKELCP: Empire 6 OrderFillContract adding term TechnologyDeal Proposer: 6 Provider: 6 Receiver: 5 Technology: TechnologyDefinitionDiplomacyPeace

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:20:127STACKELCP: Empire 6 OrderFillContract adding term TechnologyDeal Proposer: 6 Provider: 6 Receiver: 5 Technology: TechnologyDefinitionIndustry2

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:20:127STACKELCP: Empire 6 OrderFillContract adding term ResourceDeal Proposer: 6 Provider: 6 Receiver: 5 ResourceName: EmpireMoney Amount: 291

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:20:127STACKBefore 7140 to 0: 1st Sooth Vanguard (6741) at -1 1st Hearth Vanguard (4957) at 0 1st Truth Vanguard (5693) at 1 1st Breath Vanguard (7140) at 2

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:20:127STACKAfter: 1st Sooth Vanguard (6741) at -1 1st Hearth Vanguard (4957) at 1 1st Truth Vanguard (5693) at 2 1st Breath Vanguard (7140) at 0

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:20:127STACKBefore 5693 to 1: 1st Sooth Vanguard (6741) at -1 1st Hearth Vanguard (4957) at 1 1st Truth Vanguard (5693) at 2 1st Breath Vanguard (7140) at 0

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:20:127STACKAfter: 1st Sooth Vanguard (6741) at -1 1st Hearth Vanguard (4957) at 2 1st Truth Vanguard (5693) at 1 1st Breath Vanguard (7140) at 0

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:20:128STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
NotificationPanelDiplomaticInteraction+c__Iterator3A7:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
NotificationPanelBase:OnMinimizeCB(System.Reflection.ParameterInfo)
NotificationPanelBase:OnClickBackgroundCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

00:03:20:274STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:20:274STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:20:274STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:20:275STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:20:275STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:20:373STACKContract 7208 pass from state Negotiation to state Signed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:20:471STACKContract 7209 pass from state Negotiation to state Proposed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:20:471STACKContract 7210 pass from state Negotiation to state Proposed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:20:571STACKPreprocessor failed because the tile (49,95) is not stopable for army 4841.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:20:571STACKContract 7210 pass from state Proposed to state Refused.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:21:269STACK$Target not set Empire 5/1st Executor of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_AttackCampDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:21:269STACKGotoAndAttack Preprocessor. Attacker=7083, Defender=7047.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:21:369STACKArmyGoToAndAttackInstruction: lock target 7047.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:22:179STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:22:180STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:22:180STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:22:180STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:22:180STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:22:180STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:22:180STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:22:180STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:22:181STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:22:181STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:22:371STACKArmyGoToAndAttackInstruction: Attack target: 7047

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:22:371STACKArmyGoToAndAttackInstruction: Unlock target 7047.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:22:522STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_BesiegeCityDefault=8926 for GenericCommander Priority 0.4758471

AICommanderMission_RegroupArmyAt:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:22:670STACKBefore 1641 to 0: 1st Loyal Might of Auriga (7047) at -1 1st Auroch Warriors (6569) at 0 1st Eagle Owl Warriors (6478) at 1 Rayit (1641) at 2

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:22:670STACKAfter: 1st Loyal Might of Auriga (7047) at -1 1st Auroch Warriors (6569) at 1 1st Eagle Owl Warriors (6478) at 2 Rayit (1641) at 0

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:22:670STACKBefore 6478 to 1: 1st Loyal Might of Auriga (7047) at -1 1st Auroch Warriors (6569) at 1 1st Eagle Owl Warriors (6478) at 2 Rayit (1641) at 0

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:22:670STACKAfter: 1st Loyal Might of Auriga (7047) at -1 1st Auroch Warriors (6569) at 2 1st Eagle Owl Warriors (6478) at 1 Rayit (1641) at 0

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:23:173STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_DefenseRoaming=7673 for None Priority 0.2520618

AICommanderMission_RegroupArmyAt:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:23:270STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_DefenseRoaming=8996 for None Priority 0.2146777

AICommanderMission_RegroupArmyAt:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:23:571STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:23:572STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:23:572STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:23:621STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury13').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:23:621STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury13').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:23:621STACKBooster BoosterLuxury13 does not have an activations counter property named 'BoosterLuxury13Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:23:924STACKRegister new contract DiplomaticContract 7225 EmpireWhichInitiated: Empire 4 EmpireWhichProposes: Empire 4 EmpireWhichReceives: Empire 7 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator625:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:23:924STACKELCP: Empire 4 OrderFillContract adding term CloseBorders Proposer: 4 Provider: 4 Receiver: 7

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:24:073STACKContract 7225 pass from state Negotiation to state Signed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:24:274STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:24:274STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:24:773STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

00:03:25:672STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:25:672STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:25:672STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:25:672STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:25:673STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:25:869STACK$Target not set Empire 3/1st Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:25:869STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:25:869STACK$Target not set Empire 3/1st Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:25:870STACK$Target not set Empire 3/1st Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:25:870STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:25:870STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:25:870STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:25:870STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:25:870STACK$Target not set Empire 3/1st Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:25:870STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:25:870STACK$Target not set Empire 3/1st Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:25:871STACK$Target not set Empire 3/1st Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:26:771STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:26:771STACKOrder preprocessing failed because the defender is moving. Attacker=4176, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:26:771STACKGotoAndAttack Preprocessor. Attacker=6095, Defender=7064.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:26:771STACKOrder preprocessing failed because the defender is a ship. Attacker=6095, Defender=7064.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:26:771STACKGotoAndAttack Preprocessor. Attacker=6257, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:26:771STACKOrder preprocessing failed because the defender is moving. Attacker=6257, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:27:171STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:27:171STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:27:171STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:27:171STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:27:271STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

00:03:27:471STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:27:471STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:27:471STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:27:471STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:27:472STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:27:472STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:27:472STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:27:472STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:27:472STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:27:472STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:27:472STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:27:472STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:27:472STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:27:472STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:27:472STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:27:473STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:27:473STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:27:473STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:27:473STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:27:473STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:27:473STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:27:724STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:27:724STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:27:725STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:27:725STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:27:725STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:28:224STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:28:224STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:28:322STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:28:323STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:28:323STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:28:323STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:28:323STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:28:323STACKOrder preprocessing failed because the source (42,61) and destination (40,62) are too far away.

DepartmentOfDefense:TransferUnitsPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:29:122STACK$Target not set Empire 5/2nd Hand of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:29:122STACKGotoAndAttack Preprocessor. Attacker=7224, Defender=5596.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:29:170STACKArmyGoToAndAttackInstruction: lock target 5596.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:29:970STACKGotoAndAttack Preprocessor. Attacker=6412, Defender=6517.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:29:970STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
NotificationPanelDiplomaticInteraction+c__Iterator3A7:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiNotification:OnOpenChange()
Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiNotification:ReleaseEvent()
Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo)
NotificationPanelDiplomaticInteraction:OnRefuseCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

00:03:30:122STACKArmyGoToAndAttackInstruction: lock target 6517.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:30:122STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:30:122STACKContract 7209 pass from state Proposed to state Refused.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:30:122STACKDiplomatic relation between empire 4 and empire 7: Remove ability CommercialAgreement

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:30:122STACKDiplomatic relation between empire 4 and empire 7: Remove ability ResearchAgreement

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:30:122STACKDiplomatic relation between empire 7 and empire 4: Remove ability CommercialAgreement

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:30:122STACKDiplomatic relation between empire 7 and empire 4: Remove ability ResearchAgreement

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:30:122STACKDiplomaticContract.State = Refused

NotificationPanelDiplomaticInteraction:OnChangeDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator65F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:30:221STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:30:221STACKArmyGoToAndAttackInstruction: Attack target: 5596

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:30:222STACKArmyGoToAndAttackInstruction: Unlock target 5596.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:30:420STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:31:124STACKPreprocessor failed because the transition between (35,11) and (35,13) is impossible for army 6412.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:31:124STACKArmyGoToAndAttackInstruction: Attack target: 6517

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:31:124STACKArmyGoToAndAttackInstruction: Unlock target 6517.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:31:272STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

00:03:31:272STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:31:424STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:31:424STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:31:425STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:31:425STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:31:425STACK$Target not set Empire 2/1st Wrath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:31:425STACKGotoAndAttack Preprocessor. Attacker=6659, Defender=6297.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:31:521STACKArmyGoToAndAttackInstruction: lock target 6297.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:31:622STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:31:622STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:31:622STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:31:623STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:31:623STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:31:773STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:31:773STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:32:121STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:32:121STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:32:121STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:32:270STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury7').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:32:271STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury7').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:32:271STACKBooster BoosterLuxury7 does not have an activations counter property named 'BoosterLuxury7Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:32:370STACKGotoAndAttack Preprocessor. Attacker=6095, Defender=3361.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:32:523STACKArmyGoToAndAttackInstruction: lock target 3361.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:32:674STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

00:03:32:674STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:32:674STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:32:971STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:32:971STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:32:971STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:32:972STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:32:972STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:32:972STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:32:972STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:32:972STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:32:972STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:32:972STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:32:972STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:32:972STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:32:973STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:33:126STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:33:126STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:33:273STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:33:273STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:33:273STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:33:273STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:33:273STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:33:273STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:33:273STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:33:273STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:33:273STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:33:274STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:33:274STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:33:274STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:33:274STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:33:726STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:33:726STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:33:924STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:33:924STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:33:925STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:33:925STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:33:925STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:34:022STACKArmyGoToAndAttackInstruction: Unlock target 6297.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
GameServer:JoinEncounterPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:34:270STACKBefore 6659 to 0: 1st Uzu Wing (7107) at -1 Perrandy (1267) at 0 1st Shimo Wing (6659) at 1 Kared (2361) at 2

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:34:270STACKAfter: 1st Uzu Wing (7107) at -1 Perrandy (1267) at 1 1st Shimo Wing (6659) at 0 Kared (2361) at 3

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:34:270STACKBefore 2361 to 1: 1st Uzu Wing (7107) at -1 Perrandy (1267) at 1 1st Shimo Wing (6659) at 0 Kared (2361) at 3

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:34:271STACKAfter: 1st Uzu Wing (7107) at -1 Perrandy (1267) at 2 1st Shimo Wing (6659) at 0 Kared (2361) at 1

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:34:424STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:34:424STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:35:022STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:35:022STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:35:022STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:35:573STACKArmyGoToAndAttackInstruction: Unlock target 3361.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:35:671STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:35:671STACKOrder preprocessing failed because the defender is moving. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:35:771STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
NotificationPanelDiplomaticInteraction+c__Iterator3A7:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiNotification:OnOpenChange()
Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiNotification:ReleaseEvent()
Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo)
NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

00:03:35:921STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:35:921STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:36:271STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:36:271STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:36:271STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:36:271STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:36:272STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:36:272STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:36:272STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:36:371STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

00:03:36:874STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:36:874STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:36:874STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:36:874STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:36:874STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:36:874STACK$Target not set Empire 2/1st Wrath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:36:874STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:36:874STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:36:875STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:36:875STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:36:875STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:37:730STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:37:731STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:37:731STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:37:821STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:37:821STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:37:821STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury14').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:37:821STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury14').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:37:821STACKBooster BoosterLuxury14 does not have an activations counter property named 'BoosterLuxury14Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:024STACKGotoAndAttack Preprocessor. Attacker=6257, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:120STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:120STACKGotoAndAttack Preprocessor. Attacker=6745, Defender=449.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:272STACKArmyGoToAndAttackInstruction: lock target 449.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:475STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:475STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:475STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:476STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:476STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:476STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:476STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:476STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:476STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:476STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:476STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:476STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:569STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:569STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:670STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:670STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:671STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:671STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:671STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:671STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:671STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:671STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:671STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:671STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:671STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:671STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:671STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:671STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:672STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:672STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:672STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:672STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:38:922STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:39:271STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:39:271STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:39:271STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:39:271STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:39:271STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:41:169STACKArmyGoToAndAttackInstruction: Attack target: 6738

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:41:196STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:41:323STACKArmyGoToAndAttackInstruction: Unlock target 449.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:41:672STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:41:871STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

00:03:41:970STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

00:03:41:970STACK$Target not set Empire 2/1st Wrath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:41:970STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
NotificationPanelDiplomaticInteraction+c__Iterator3A7:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiNotification:OnOpenChange()
Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiNotification:ReleaseEvent()
Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo)
NotificationPanelDiplomaticInteraction:OnAcceptCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

00:03:42:070STACKContract 7204 pass from state Proposed to state Signed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:42:070STACKDiplomaticContract.State = Signed

NotificationPanelDiplomaticInteraction:OnChangeDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator65F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:42:171STACK$Target not set Empire 1/1st Kanna Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:42:171STACKLOCKING: Error when assigning commander mission AICommanderMission_DefenseRoaming Guid 9092, current infroamtion Unit locked by AICommanderMission_RegroupArmyAt=8878 for GenericCommander Priority 0

AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
AICommanderMission:TryGetArmyData()
AICommanderMissionWithRequestArmy:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:42:171STACKLOCKING: Error when assigning commander mission AICommanderMission_DefenseRoaming Guid 9092, current infroamtion Unit locked by AICommanderMission_RegroupArmyAt=8878 for GenericCommander Priority 0

AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
AICommanderMission:TryGetArmyData()
AICommanderMissionWithRequestArmy:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:42:171STACKLOCKING: Error when assigning commander mission AICommanderMission_DefenseRoaming Guid 9092, current infroamtion Unit locked by AICommanderMission_RegroupArmyAt=8878 for GenericCommander Priority 0

AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo)
AICommanderMission:TryGetArmyData()
AICommanderMissionWithRequestArmy:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:42:171STACKGotoAndAttack Preprocessor. Attacker=7003, Defender=6297.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:42:271STACKArmyGoToAndAttackInstruction: lock target 6297.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:42:819STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:42:820STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:42:820STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:42:820STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:42:820STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:43:171STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:43:172STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:43:172STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:43:172STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:43:172STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:43:172STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:43:172STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:43:172STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:43:173STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:43:173STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:43:173STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:43:173STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:43:173STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:43:173STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:43:173STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:43:173STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:43:174STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:43:476STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:43:476STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:43:476STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:43:476STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:43:476STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:43:477STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:43:975STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:43:976STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:43:976STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:43:976STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:43:976STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:44:223STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:44:475STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:44:475STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:44:475STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:44:475STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:44:475STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:44:475STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:44:475STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:44:475STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:44:475STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:44:476STACKPreprocessor failed because the tile (50,30) is not stopable for army 7003.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:44:476STACKArmyGoToAndAttackInstruction: Unlock target 6297.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:44:672STACKThe construction 6997 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1A0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:45:322STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:45:322STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:45:323STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:45:323STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:45:323STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:45:323STACKPreprocessor failed because the tile (38,63) is not passable for army 7099.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:45:323STACKPreprocessor failed because the tile (38,63) is not stopable for army 7099.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:45:621STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:45:621STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:45:621STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:45:622STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:45:772STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:03:45:772STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:03:46:420STACK$Target not set Empire 2/1st Wrath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:46:420STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:46:420STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:46:420STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:46:420STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:46:421STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:46:770STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

00:03:46:770STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #0, context: 'Fortress#449'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo)
GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator630:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:47:020STACKThe construction 7119 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1A0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:47:270STACKGotoAndAttack Preprocessor. Attacker=6633, Defender=3361.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:47:522STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:47:770STACK$Target not set Empire 2/1st Kith Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:47:770STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:47:770STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:47:770STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:47:770STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:47:770STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:47:770STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:47:770STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:47:771STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:47:771STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:47:771STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:47:771STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:47:771STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:47:771STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:47:771STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:47:771STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:47:771STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:47:771STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:47:771STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:47:771STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:47:772STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:48:020STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:48:422STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:48:620STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:48:620STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:48:620STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:48:621STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:48:621STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:48:821STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:48:821STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:48:821STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:48:821STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:48:821STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:48:821STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:48:821STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:48:822STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:48:822STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:49:121STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury12').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:49:121STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury12').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:49:121STACKBooster BoosterLuxury12 does not have an activations counter property named 'BoosterLuxury12Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:49:671STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:49:671STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:49:671STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:49:671STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:50:474STACK$Target not set Empire 2/1st Wrath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:50:670STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:50:670STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:50:671STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:50:671STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:50:671STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:50:671STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:50:671STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:50:672STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:50:672STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:50:672STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:50:970STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:51:472STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:51:472STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:51:473STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:51:473STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:51:473STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:51:473STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:51:473STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:51:473STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:51:473STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:51:720STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:51:720STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:51:720STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:51:721STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:51:920STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:51:920STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:51:920STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:51:920STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:51:920STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:52:374STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:52:375STACK$Target not set Empire 1/1st Kanna Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:52:471STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:52:471STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:52:471STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:52:471STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:52:471STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:52:472STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:52:472STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:52:472STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:52:472STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:52:472STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:52:472STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:52:472STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:52:472STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:52:472STACKGotoAndAttack Preprocessor. Attacker=7003, Defender=6297.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:52:570STACKArmyGoToAndAttackInstruction: lock target 6297.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:53:820STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:53:820STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:53:820STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:53:820STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:53:820STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:54:469STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:54:469STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:54:469STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:54:469STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:54:469STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:54:470STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:54:470STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:54:470STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:54:470STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:54:470STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:54:470STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:54:470STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:55:123STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:55:269STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:55:269STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:55:269STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:55:269STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:55:269STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:55:269STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:55:269STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:55:270STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:55:270STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:56:671STACKArmyGoToAndAttackInstruction: Attack target: 6297

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:56:671STACKArmyGoToAndAttackInstruction: Unlock target 6297.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:56:919STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:56:920STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:56:920STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:56:920STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:56:920STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:57:522STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

00:03:57:821STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:57:821STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:57:821STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:57:821STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:57:822STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:57:822STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:57:822STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:57:822STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:57:822STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:57:822STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:57:822STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:57:822STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:58:723STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:58:723STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:58:723STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:58:723STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:58:723STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:58:724STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:58:819STACKELCP: EmpireEmpire 3, Hero Third Builder Gula Yawa III tries infiltrationaction DecreasePopulation_Level2

AILayer_HeroAssignation:ExecuteInfiltrationAction(System.Reflection.ParameterInfo)
AILayer_HeroAssignation:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:59:121STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:59:121STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:59:370STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:59:370STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:59:370STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:59:370STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:59:522STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:03:59:522STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:00:122STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:00:122STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:00:122STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:00:122STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:00:122STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:00:122STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:01:023STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:01:023STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:01:023STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:01:023STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:01:024STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:01:024STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:01:024STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:01:024STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:01:024STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:01:024STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:01:024STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:01:024STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:01:725STACK$Target not set Empire 1/1st Kanna Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:01:725STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:01:725STACK$Target not set Empire 1/1st Kanna Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:01:725STACK$Target not set Empire 1/1st Kanna Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:01:725STACK$Target not set Empire 1/1st Kanna Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:01:725STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:01:725STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:01:725STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:01:725STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:04:170STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:04:170STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:04:170STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:04:170STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:05:972STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:05:972STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:05:973STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:05:973STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:06:471STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:06:471STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:06:471STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:06:471STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:08:724STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:08:724STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:08:725STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:08:725STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:10:870STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:10:870STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:10:870STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:10:870STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:15:121STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:15:121STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:15:121STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:15:121STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:42:520STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:42:539STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:42:541STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:43:319STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:43:319STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:43:319STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:44:121STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:44:121STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:04:44:121STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:08:217STACKEventBoosterActivated! (booster definition name: 'BoosterStealVisionOverArmiesByInfiltration4').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:08:218STACKEventBoosterStarted! (booster definition name: 'BoosterStealVisionOverArmiesByInfiltration4').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:06:08:218STACKBooster BoosterStealVisionOverArmiesByInfiltration4 does not have an activations counter property named 'BoosterStealVisionOverArmiesByInfiltration4Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:14:25:255STACKUnable to retrieve the 'DistrictDust' descriptor from the database.

DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsPatchRenderer+c__Iterator6BC:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:14:25:405STACKUnable to retrieve the 'DistrictDust' descriptor from the database.

DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsPatchRenderer+c__Iterator6BC:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:16:47:850STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:16:47:910STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , NavyFortress, NavyFortress, , , , , , , , NavyFortress, , , , NavyFortress, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , AICommanderMission_RoamingDefault, , , , , , , , , , , , , ,

GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:16:47:910STACKTimeout: Tickables NeedTick Count: 6

GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:16:50:207STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator662:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:16:50:301STACKLobby data has been set (key: '_Turn', data: '89').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:16:50:479STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

00:16:50:479STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

00:16:52:652STACKGameServerState_Turn_Begin.

GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:16:59:400STACK[Net] Transition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:16:59:501STACKGameServerState_Turn_AI.

GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:00:900STACKCan't find resource location 'Production' (reference location: City#1378).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

00:17:08:749STACKGameServerState_Turn_Main.

GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:09:058STACKGameClientState_Turn_Begin.

GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:09:201STACKGameClientState_Turn_Main.

GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:09:401STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:09:401STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:09:401STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001A6B, Ticket: 00000B1B, Class: EmpirePlanMilitary Level: 3.

DepartmentOfPlanificationAndDevelopment+c__IteratorAB:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:09:402STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001A6C, Ticket: 00000B1C, Class: EmpirePlanEconomy Level: 0.

DepartmentOfPlanificationAndDevelopment+c__IteratorAB:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:09:402STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001A6D, Ticket: 00000B1D, Class: EmpirePlanForeignAffairs Level: 0.

DepartmentOfPlanificationAndDevelopment+c__IteratorAB:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:09:402STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001A6E, Ticket: 00000B1E, Class: EmpirePlanKnowledge Level: 0.

DepartmentOfPlanificationAndDevelopment+c__IteratorAB:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:09:402STACKRegister new contract DiplomaticContract 7311 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 2 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator625:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:10:456STACKELCP: Empire 0/-3.917233 with Empire Empire 2/0.6093686 SweetenDeal succesfull

AILayer_Diplomacy:SweetenDeal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:10:456STACKELCP: Empire 0 OrderFillContract adding term ColdWarToPeace Proposer: 0 Provider: 0 Receiver: 2 DestinationState: DiplomaticRelationStatePeace

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:10:457STACKELCP: Empire 0 OrderFillContract adding term TechnologyDeal Proposer: 0 Provider: 0 Receiver: 2 Technology: TechnologyDefinitionMapActionPillage

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:10:457STACKELCP: Empire 0 OrderFillContract adding term TechnologyDeal Proposer: 0 Provider: 0 Receiver: 2 Technology: TechnologyDefinitionNavalUnit1

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:10:457STACKELCP: Empire 0 OrderFillContract adding term TechnologyDeal Proposer: 0 Provider: 0 Receiver: 2 Technology: TechnologyDefinitionIndustry1

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:10:457STACKContract 7311 pass from state Negotiation to state Proposed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:10:654STACKDiplomatic relation between empire 0 and empire 2: Remove ability ColdWarAttackArmies

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:10:654STACKDiplomatic relation between empire 0 and empire 2: Remove ability ColdWar

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:10:654STACKDiplomatic relation between empire 2 and empire 0: Remove ability ColdWarAttackArmies

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:10:654STACKDiplomatic relation between empire 2 and empire 0: Remove ability ColdWar

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:10:654STACKContract 7311 pass from state Proposed to state Signed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:10:751STACKRegister new contract DiplomaticContract 7312 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 3 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator625:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:10:751STACKGotoAndAttack Preprocessor. Attacker=6741, Defender=6411.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:10:751STACKOrder preprocessing failed because the defender is moving. Attacker=6741, Defender=6411.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:10:751STACKRegister new contract DiplomaticContract 7313 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 0 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator625:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:10:751STACKGotoAndAttack Preprocessor. Attacker=6095, Defender=4176.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:10:751STACKOrder preprocessing failed because the defender is moving. Attacker=6095, Defender=4176.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:10:751STACKGotoAndAttack Preprocessor. Attacker=6257, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:10:751STACKOrder preprocessing failed because the defender is moving. Attacker=6257, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:10:752STACKELCP: Empire 1 OrderFillContract adding term MarketBanNullification Proposer: 1 Provider: 1 Receiver: 3

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:10:752STACKELCP: Empire 3 OrderFillContract adding term MarketBan Proposer: 3 Provider: 3 Receiver: 0

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:005STACKDiplomatic relation between empire 3 and empire 1: Remove ability MarketBan

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTerm:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:006STACKContract 7312 pass from state Negotiation to state Signed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:204STACKContract 7313 pass from state Negotiation to state Signed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:204STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:204STACKOrder preprocessing failed because the defender is moving. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:600STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:601STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:601STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:601STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:601STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:601STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:601STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:601STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:601STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:602STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:602STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:602STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:602STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:900STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:900STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:900STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:900STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:900STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:900STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:900STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:901STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:901STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:901STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:901STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:901STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:901STACKPreprocessor failed because the tile (30,95) is not passable for army 6248.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:11:901STACKPreprocessor failed because the tile (30,95) is not stopable for army 6248.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:12:100STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:13:600STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:13:600STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:13:600STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:13:600STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:13:600STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:13:600STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:13:600STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:13:600STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:13:600STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:13:600STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:13:601STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:13:601STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:13:601STACKGotoAndAttack Preprocessor. Attacker=7075, Defender=7047.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:13:601STACKGotoAndAttack Preprocessor. Attacker=6928, Defender=7047.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:13:701STACKArmyGoToAndAttackInstruction: lock target 7047.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:13:701STACKArmyGoToAndAttackInstruction: lock target 7047.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:13:901STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:13:901STACK$Target not set Empire 2/1st Wrath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:13:902STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:13:902STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:13:902STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:13:902STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:13:902STACK$Target not set Empire 3/1st Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:13:902STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:13:902STACK$Target not set Empire 3/1st Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:13:902STACK$Target not set Empire 3/1st Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:14:400STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:14:400STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:14:400STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:14:401STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:14:401STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:14:401STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:14:401STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:14:401STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:14:401STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:14:401STACKArmyGoToAndAttackInstruction: Unlock target 7047.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
GameServer:JoinEncounterPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:14:401STACKArmyGoToAndAttackInstruction: Unlock target 7047.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
GameServer:JoinEncounterPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:14:500STACKBefore 830 to 0: 1st Eagle Shadow (6974) at -1 1st Peregrine Shadow (6928) at 0 1st Falcon Shadow (7075) at 1 Erindla (830) at 2

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:14:500STACKAfter: 1st Eagle Shadow (6974) at -1 1st Peregrine Shadow (6928) at 1 1st Falcon Shadow (7075) at 2 Erindla (830) at 0

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:14:700STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

00:17:15:553STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001B24, Ticket: 00000B61, Class: EmpirePlanMilitary Level: 3.

DepartmentOfPlanificationAndDevelopment+c__IteratorAB:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:15:553STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001B25, Ticket: 00000B62, Class: EmpirePlanForeignAffairs Level: 3.

DepartmentOfPlanificationAndDevelopment+c__IteratorAB:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:15:553STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001B26, Ticket: 00000B63, Class: EmpirePlanKnowledge Level: 3.

DepartmentOfPlanificationAndDevelopment+c__IteratorAB:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:15:553STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001B27, Ticket: 00000B64, Class: EmpirePlanEconomy Level: 3.

DepartmentOfPlanificationAndDevelopment+c__IteratorAB:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:16:050STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:16:051STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:16:052STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:16:052STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:16:052STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:16:299STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:16:300STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:16:300STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:16:300STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:16:549STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

00:17:17:551STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:17:552STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:17:552STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:17:552STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:17:552STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:17:902STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:17:903STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:17:903STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:17:903STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:17:903STACK$Target not set Empire 3/2nd Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:17:903STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:17:903STACK$Target not set Empire 3/2nd Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:17:903STACK$Target not set Empire 3/2nd Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:18:051STACKPreprocessor failed because the tile (27,82) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:18:150STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:18:351STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:18:351STACKOrder preprocessing failed because the defender is moving. Attacker=4176, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:18:949STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:18:949STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:18:949STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:18:949STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:18:949STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:18:950STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:18:950STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:18:950STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:18:950STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:19:150STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:19:150STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:19:150STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:19:150STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:19:150STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:19:150STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:19:150STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:19:151STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:19:151STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:19:151STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:19:151STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:19:151STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:19:151STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:19:151STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:19:151STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:19:152STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:19:152STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:19:803STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:19:803STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:19:803STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:19:803STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:19:803STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:19:803STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:19:803STACK$Target not set Empire 2/1st Wrath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:20:004STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:20:004STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:20:004STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:20:004STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:20:004STACK$Target not set Empire 3/1st Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:20:004STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:20:005STACK$Target not set Empire 3/1st Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:20:005STACK$Target not set Empire 3/1st Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:20:303STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:20:303STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:20:303STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:20:303STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:20:304STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:20:304STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:20:304STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:20:304STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:20:304STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:21:502STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:21:605STACKArmyGoToAndAttackInstruction: lock target 6738.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:21:605STACKPreprocessor failed because the tile (27,82) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:21:605STACKArmyGoToAndAttackInstruction: Unlock target 6738.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:21:701STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:21:701STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:21:702STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:21:702STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:22:700STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

00:17:23:203STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:23:203STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:23:203STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:23:203STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:23:203STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:23:203STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:23:203STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:23:399STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:23:399STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:23:399STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:23:400STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:23:654STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:23:804STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001C1A, Ticket: 00000BB5, Class: EmpirePlanMilitary Level: 4.

DepartmentOfPlanificationAndDevelopment+c__IteratorAB:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:23:804STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001C1B, Ticket: 00000BB6, Class: EmpirePlanForeignAffairs Level: 1.

DepartmentOfPlanificationAndDevelopment+c__IteratorAB:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:23:804STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001C1C, Ticket: 00000BB7, Class: EmpirePlanKnowledge Level: 1.

DepartmentOfPlanificationAndDevelopment+c__IteratorAB:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:23:804STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001C1D, Ticket: 00000BB8, Class: EmpirePlanEconomy Level: 0.

DepartmentOfPlanificationAndDevelopment+c__IteratorAB:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:23:849STACKGotoAndAttack Preprocessor. Attacker=6741, Defender=6411.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:23:952STACKArmyGoToAndAttackInstruction: lock target 6411.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:352STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:352STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:352STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:352STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:352STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:353STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:353STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:353STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:353STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:353STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:353STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:353STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:353STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:353STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:354STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:354STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:354STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:600STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:600STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:600STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:600STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:600STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:600STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:600STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:600STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:600STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:800STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:800STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:800STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:800STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:800STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:800STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:800STACKGotoAndAttack Preprocessor. Attacker=7075, Defender=7047.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:850STACKArmyGoToAndAttackInstruction: lock target 7047.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:24:951STACKArmyGoToAndAttackInstruction: Unlock target 6411.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:25:102STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:25:102STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:25:103STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:25:103STACK$Target not set Empire 2/1st Wrath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:25:103STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:25:103STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:25:103STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:25:103STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:25:300STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:25:300STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:25:300STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:25:300STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:25:300STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:25:300STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:25:300STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:25:300STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:25:300STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:25:300STACKOrder preprocessor failed because it is impossible to find a path to reach destination (-1,-1) from (57,7).

DepartmentOfTransportation:GoToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:25:650STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

00:17:25:903STACKArmyGoToAndAttackInstruction: Attack target: 7047

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:25:903STACKArmyGoToAndAttackInstruction: Unlock target 7047.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:26:100STACKEventBoosterActivated! (booster definition name: 'BoosterFood').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:26:100STACKEventBoosterStarted! (booster definition name: 'BoosterFood').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:26:100STACKBooster BoosterFood does not have an activations counter property named 'BoosterFoodActivations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:26:201STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:26:450STACKPreprocessor failed because the tile (21,70) is not passable for army 6974.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:26:450STACKPreprocessor failed because the tile (21,70) is not stopable for army 6974.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:26:450STACKPreprocessor failed because the tile (22,71) is not passable for army 6928.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:26:451STACKPreprocessor failed because the tile (22,71) is not stopable for army 6928.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:26:551STACKGotoAndAttack Preprocessor. Attacker=6257, Defender=6248.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:26:703STACKGotoAndAttack Preprocessor. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:26:703STACKOrder preprocessing failed because the defender is moving. Attacker=6634, Defender=6738.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:26:800STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:26:800STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:26:800STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:26:801STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:26:801STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:26:801STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:26:801STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:26:801STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:26:801STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:26:802STACKBefore 6569 to 0: 1st Loyal Might of Auriga (7047) at -1 1st Auroch Warriors (6569) at 3 Rayit (1641) at 4

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:26:802STACKAfter: 1st Loyal Might of Auriga (7047) at -1 1st Auroch Warriors (6569) at 0 Rayit (1641) at 5

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:26:802STACKBefore 1641 to 1: 1st Loyal Might of Auriga (7047) at -1 1st Auroch Warriors (6569) at 0 Rayit (1641) at 5

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:26:802STACKAfter: 1st Loyal Might of Auriga (7047) at -1 1st Auroch Warriors (6569) at 0 Rayit (1641) at 1

BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:27:850STACKOrderGotoFail

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogWarning(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:28:004STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:28:004STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:28:004STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:28:004STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:28:151STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:28:152STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:28:152STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:28:152STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:28:152STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:28:152STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:28:152STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:28:152STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:28:152STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:28:152STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:28:153STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:28:349STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:28:451STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001CBF, Ticket: 00000BEF, Class: EmpirePlanEconomy Level: 4.

DepartmentOfPlanificationAndDevelopment+c__IteratorAB:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:28:451STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001CC0, Ticket: 00000BF0, Class: EmpirePlanForeignAffairs Level: 4.

DepartmentOfPlanificationAndDevelopment+c__IteratorAB:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:28:451STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001CC1, Ticket: 00000BF1, Class: EmpirePlanKnowledge Level: 3.

DepartmentOfPlanificationAndDevelopment+c__IteratorAB:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:28:451STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001CC2, Ticket: 00000BF2, Class: EmpirePlanMilitary Level: 2.

DepartmentOfPlanificationAndDevelopment+c__IteratorAB:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:28:750STACKGotoAndAttack Preprocessor. Attacker=6741, Defender=6411.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:28:903STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:28:903STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:28:903STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:28:903STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:28:903STACKPreprocessor failed because the tile (28,83) is not stopable for army 6634.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:151STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:151STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:151STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:151STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:151STACK$Target not set Empire 2/1st Oath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:151STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:151STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:152STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:152STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:152STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:152STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:152STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:152STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:152STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:152STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:153STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:153STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:153STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:153STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:153STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:153STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:250STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:250STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:250STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:402STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

00:17:29:402STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:402STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:403STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:403STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:749STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:902STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:902STACK$Target not set Empire 2/1st Wrath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:902STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:903STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:903STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:29:903STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:30:149STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:30:149STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:30:149STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:30:150STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:30:150STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:30:250STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:31:156STACKOrder preprocessing failed because the constructible element DistrictImprovementOrbUnlock9 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:32:151STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:32:151STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:32:151STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:32:151STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:32:151STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:32:450STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:32:700STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:32:701STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:32:701STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:32:701STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:32:701STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:32:701STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:32:701STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:32:701STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:32:701STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:32:701STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:32:702STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:33:001STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:33:001STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:33:001STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:33:001STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:33:002STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:33:002STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:33:002STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:33:002STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:33:449STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001DB5, Ticket: 00000C22, Class: EmpirePlanMilitary Level: 4.

DepartmentOfPlanificationAndDevelopment+c__IteratorAB:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:33:449STACKForce level 2 on plan EmpirePlanEconomy

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial:MouseDrag(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

00:17:33:550STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001DB6, Ticket: 00000C23, Class: EmpirePlanEconomy Level: 0.

DepartmentOfPlanificationAndDevelopment+c__IteratorAB:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:33:550STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001DB7, Ticket: 00000C24, Class: EmpirePlanForeignAffairs Level: 0.

DepartmentOfPlanificationAndDevelopment+c__IteratorAB:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:33:550STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001DB8, Ticket: 00000C25, Class: EmpirePlanKnowledge Level: 0.

DepartmentOfPlanificationAndDevelopment+c__IteratorAB:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:33:550STACKForce level 3 on plan EmpirePlanEconomy

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial:MouseDrag(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

00:17:33:598STACKForce level 4 on plan EmpirePlanEconomy

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial:MouseDrag(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

00:17:33:998STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:33:998STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:33:999STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:33:999STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:33:999STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:33:999STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:33:999STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:33:999STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:33:999STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:34:000STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:34:000STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:34:000STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:34:249STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:34:549STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:34:849STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:34:849STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:34:849STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:34:849STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:34:849STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:34:849STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:34:849STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:34:849STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:34:849STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:34:850STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:34:850STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:34:850STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:34:850STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:35:151STACKForce level 3 on plan EmpirePlanForeignAffairs

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial:MouseDrag(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

00:17:35:250STACKForce level 4 on plan EmpirePlanForeignAffairs

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial:MouseDrag(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

00:17:35:349STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

00:17:35:701STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:35:701STACKELCP: EmpireEmpire 0, Hero Efalo Tegret III tries infiltrationaction DecreaseVision_Level3

AILayer_HeroAssignation:ExecuteInfiltrationAction(System.Reflection.ParameterInfo)
AILayer_HeroAssignation:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:35:799STACKEventBoosterActivated! (booster definition name: 'BoosterDecreaseWatchtowerVisionByInfiltration').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:35:799STACKBooster BoosterDecreaseWatchtowerVisionByInfiltration does not have an activations counter property named 'BoosterDecreaseWatchtowerVisionByInfiltrationActivations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA8:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:37:001STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:37:001STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:37:002STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:37:002STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:37:002STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:37:002STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:37:002STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:37:002STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:37:003STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:37:003STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:37:300STACK$Target not set Empire 5/1st Fist of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:37:300STACKGotoAndAttack Preprocessor. Attacker=7314, Defender=5596.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:37:349STACKArmyGoToAndAttackInstruction: lock target 5596.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:37:549STACKThe construction 7249 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1A0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:37:549STACKThe construction 7251 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1A0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:37:799STACKForce level 0 on plan EmpirePlanMilitary

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial:MouseDrag(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

00:17:38:051STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:38:052STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:38:052STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:38:052STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:38:052STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:38:052STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:38:052STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:38:052STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:38:052STACKForce level 1 on plan EmpirePlanMilitary

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial:MouseDrag(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

00:17:38:252STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:38:253STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:38:253STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:38:253STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:38:253STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:38:253STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:38:253STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:38:253STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:38:253STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:38:254STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:38:254STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:38:254STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:38:350STACKForce level 2 on plan EmpirePlanMilitary

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial:MouseDrag(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

00:17:38:699STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

00:17:38:699STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

00:17:38:799STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:38:800STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:38:800STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:38:800STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:38:800STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:39:054STACK$Target not set Empire 4/1st Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:39:054STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:39:054STACK$Target not set Empire 4/1st Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:39:054STACK$Target not set Empire 4/1st Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:39:054STACK$Target not set Empire 4/1st Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:39:150STACKForce level 4 on plan EmpirePlanMilitary

PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo)
PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlSliderRadial:MouseDrag(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

00:17:39:250STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001E1E, Ticket: 00000C5C, Class: EmpirePlanMilitary Level: 4.

DepartmentOfPlanificationAndDevelopment+c__IteratorAB:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:39:250STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001E1F, Ticket: 00000C5D, Class: EmpirePlanForeignAffairs Level: 3.

DepartmentOfPlanificationAndDevelopment+c__IteratorAB:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:39:250STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001E20, Ticket: 00000C5E, Class: EmpirePlanEconomy Level: 3.

DepartmentOfPlanificationAndDevelopment+c__IteratorAB:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:39:350STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001E21, Ticket: 00000C5F, Class: EmpirePlanKnowledge Level: 2.

DepartmentOfPlanificationAndDevelopment+c__IteratorAB:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:39:452STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury5').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:39:452STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury5').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:39:453STACKBooster BoosterLuxury5 does not have an activations counter property named 'BoosterLuxury5Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:39:652STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:39:652STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:39:652STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:39:652STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:39:903STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:40:399STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:40:399STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:40:399STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:40:400STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:40:400STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:40:700STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:40:700STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:40:700STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:40:700STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:41:000STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:41:000STACKSynchronous job SynchronousJob_ProcessRichboyResourceTradingOrder failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:41:000STACKSynchronous job SynchronousJob_ProcessStockpileSellingOrder failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:41:149STACKOrder preprocessing failed because the constructible element (name: 'EmpirePlanDefinitionMilitary4') asks for (amount: 400, resource name: 'EmpirePoint') and the available stock is only of 69.75156.

DepartmentOfPlanificationAndDevelopment:ChangeEmpirePlanPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:41:149STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001E3A, Ticket: 00000C6D, Class: EmpirePlanForeignAffairs Level: 0.

DepartmentOfPlanificationAndDevelopment+c__IteratorAB:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:41:149STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001E3B, Ticket: 00000C6E, Class: EmpirePlanKnowledge Level: 0.

DepartmentOfPlanificationAndDevelopment+c__IteratorAB:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:41:450STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:41:450STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:41:450STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:41:450STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:41:450STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:41:451STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:41:451STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:41:451STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:41:451STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:41:452STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:41:452STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:41:452STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:42:050STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001E43, Class: EmpirePlanMilitary Level: 4.

DepartmentOfPlanificationAndDevelopment+c__IteratorAB:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:42:050STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001E44, Class: EmpirePlanKnowledge Level: 4.

DepartmentOfPlanificationAndDevelopment+c__IteratorAB:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:42:050STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001E45, Class: EmpirePlanForeignAffairs Level: 4.

DepartmentOfPlanificationAndDevelopment+c__IteratorAB:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:42:148STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00001E46, Class: EmpirePlanEconomy Level: 4.

DepartmentOfPlanificationAndDevelopment+c__IteratorAB:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:42:348STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:42:348STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:42:348STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:42:348STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:42:349STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:42:349STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:42:349STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:42:349STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:42:349STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:42:349STACKPreprocessor failed because the tile (15,75) is not stopable for army 7314.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:42:349STACKArmyGoToAndAttackInstruction: Attack target: 5596

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:42:349STACKArmyGoToAndAttackInstruction: Unlock target 5596.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:42:649STACK$Target not set Empire 4/1st Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:42:650STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:42:650STACK$Target not set Empire 4/1st Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:42:650STACK$Target not set Empire 4/1st Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:42:650STACK$Target not set Empire 4/1st Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:43:651STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:43:651STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:43:954STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:43:954STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:43:955STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:43:955STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:44:249STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:44:249STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:44:249STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:44:249STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:45:150STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:45:171STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:45:171STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:45:173STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:45:174STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:45:174STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:45:174STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:45:174STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:45:399STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:45:650STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:45:651STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:45:651STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:45:651STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:45:651STACK$Target not set Empire 4/1st Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:45:651STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:45:651STACK$Target not set Empire 4/1st Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:45:651STACK$Target not set Empire 4/1st Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:45:652STACK$Target not set Empire 4/1st Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:45:652STACK$Target not set Empire 5/1st Fist of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:45:652STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:45:652STACK$Target not set Empire 5/1st Fist of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:45:652STACK$Target not set Empire 5/1st Fist of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:45:652STACK$Target not set Empire 5/1st Fist of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:45:652STACK$Target not set Empire 0/1st Owl Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:45:652STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:45:652STACK$Target not set Empire 0/1st Owl Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:45:652STACK$Target not set Empire 0/1st Owl Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:45:653STACK$Target not set Empire 0/1st Owl Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:47:147STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:47:148STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:47:148STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:47:148STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:47:148STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:47:148STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:47:148STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:47:148STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:47:449STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury11').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:47:449STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury11').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:47:449STACKBooster BoosterLuxury11 does not have an activations counter property named 'BoosterLuxury11Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:47:548STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:47:548STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:47:548STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:47:900STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:47:901STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:47:901STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:47:901STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:48:148STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:48:149STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:48:149STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:48:149STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:48:450STACK$Target not set Empire 5/1st Fist of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:48:450STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:48:450STACK$Target not set Empire 5/1st Fist of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:48:450STACK$Target not set Empire 5/1st Fist of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:48:450STACK$Target not set Empire 5/1st Fist of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:48:450STACK$Target not set Empire 0/1st Owl Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:48:450STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:48:450STACK$Target not set Empire 0/1st Owl Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:48:450STACK$Target not set Empire 0/1st Owl Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:48:451STACK$Target not set Empire 0/1st Owl Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:49:201STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:49:401STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:49:401STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:49:401STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:49:401STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:49:700STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:49:700STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:49:700STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:49:700STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:50:200STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

00:17:50:200STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:50:200STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:50:201STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:50:201STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:50:703STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:50:703STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:50:703STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:50:703STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:50:951STACK$Target not set Empire 0/1st Owl Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:50:951STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:50:951STACK$Target not set Empire 0/1st Owl Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:50:951STACK$Target not set Empire 0/1st Owl Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:50:952STACK$Target not set Empire 0/1st Owl Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:51:899STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:51:899STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:51:900STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:51:900STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:51:900STACK$Target not set Empire 5/1st Fist of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:51:900STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:51:900STACK$Target not set Empire 5/1st Fist of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:51:900STACK$Target not set Empire 5/1st Fist of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:51:900STACK$Target not set Empire 5/1st Fist of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:52:749STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

00:17:53:152STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:53:350STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:53:350STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:53:350STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:53:350STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:54:398STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:54:398STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:54:399STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:54:399STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:54:399STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:54:399STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:54:399STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:54:399STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:55:398STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:55:398STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:55:398STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:55:398STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:55:398STACK$Target not set Empire 5/1st Fist of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:55:399STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:55:399STACK$Target not set Empire 5/1st Fist of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:55:399STACK$Target not set Empire 5/1st Fist of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:55:399STACK$Target not set Empire 5/1st Fist of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:56:399STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:56:700STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:56:701STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:56:701STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:56:701STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:56:701STACK$Target not set Empire 0/1st Owl Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:56:701STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:56:701STACK$Target not set Empire 0/1st Owl Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:56:701STACK$Target not set Empire 0/1st Owl Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:56:701STACK$Target not set Empire 0/1st Owl Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:56:701STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:56:702STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:56:702STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:56:702STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:56:702STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:56:702STACK$Target not set Empire 1/2nd Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:56:702STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:56:702STACK$Target not set Empire 1/2nd Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:56:702STACK$Target not set Empire 1/2nd Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:56:703STACK$Target not set Empire 1/2nd Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:57:399STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:57:399STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:57:399STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:57:399STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:58:599STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:58:600STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:58:600STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:58:600STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:58:600STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:58:601STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:58:601STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:58:601STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:58:601STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:58:601STACK$Target not set Empire 1/2nd Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:58:601STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:58:601STACK$Target not set Empire 1/2nd Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:58:601STACK$Target not set Empire 1/2nd Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:58:602STACK$Target not set Empire 1/2nd Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:59:300STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:59:300STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:59:300STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:59:300STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:17:59:300STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:01:150STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:01:150STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:01:150STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:01:151STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:01:398STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:01:398STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:01:398STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:01:398STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:02:050STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:02:402STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:02:402STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:02:402STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:02:402STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:02:403STACK$Target not set Empire 0/1st Peregrine Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:03:098STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:03:098STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:03:099STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:03:099STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:05:251STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:05:252STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:05:252STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:05:253STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:05:253STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:06:497STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:06:498STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:06:498STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:06:498STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:07:601STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:07:601STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:07:601STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:07:602STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:08:449STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:09:450STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:09:451STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:09:451STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:09:451STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:11:449STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:11:449STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:11:450STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:11:450STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:11:450STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:13:349STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:13:349STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:13:349STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:13:350STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:14:298STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:15:300STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:15:301STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:15:302STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:15:302STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:17:049STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:17:299STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:17:300STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:17:300STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:17:300STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:19:298STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:19:298STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:19:298STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:19:298STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:19:997STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:21:251STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:21:251STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:21:251STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:21:251STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:23:052STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:23:248STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:23:248STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:23:248STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:23:248STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:25:298STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:25:298STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:25:298STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:25:298STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:26:097STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:27:353STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:27:353STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:27:353STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:27:353STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:29:001STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:29:197STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:29:197STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:29:198STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:29:198STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:31:196STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:31:196STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:31:196STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:31:197STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:31:898STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:33:099STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:33:099STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:33:099STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:33:099STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:35:350STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:35:750STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:35:750STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:35:751STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:35:751STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:37:748STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:37:748STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:37:748STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:37:748STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:38:397STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:39:597STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:39:598STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:39:598STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:39:598STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:41:249STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:41:547STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:41:547STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:41:547STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:41:548STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:43:451STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:43:451STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:43:451STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:43:451STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:44:151STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:45:448STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:45:448STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:45:498STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:45:498STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:47:249STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:47:497STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:47:498STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:47:498STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:47:499STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:49:498STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:49:498STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:49:499STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:49:499STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:50:198STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:50:598STACKEmpty default class.... ConstructibleTooltipData

PanelFeatureEffects_DescriptorProvider+c__Iterator42B:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipPanel+c__Iterator73:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipManager+c__Iterator6E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:18:51:449STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:51:449STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:51:449STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:51:449STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:52:996STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:53:250STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:53:250STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:53:250STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:53:250STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:55:197STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:55:197STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:55:197STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:55:197STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:55:896STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:57:149STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:57:149STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:57:149STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:57:150STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:58:849STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:59:148STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:59:148STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:59:149STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:18:59:149STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:01:201STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:01:201STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:01:201STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:01:201STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:02:049STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:03:149STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:03:149STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:03:149STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:03:149STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:05:196STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:05:448STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:05:448STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:05:449STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:05:449STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:07:348STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:07:348STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:07:349STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:07:349STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:08:098STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:09:348STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:09:348STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:09:348STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:09:348STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:11:047STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:11:347STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:11:347STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:11:347STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:11:347STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:13:149STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:13:150STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:13:150STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:13:150STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:13:899STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:15:248STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:15:248STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:15:299STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:15:299STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:16:999STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:17:195STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:17:196STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:17:196STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:17:196STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:19:299STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:19:299STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:19:299STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:19:299STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:20:048STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:21:297STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:21:297STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:21:298STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:21:298STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:22:997STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:23:246STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:23:247STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:23:247STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:23:247STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:25:196STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:25:196STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:25:196STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:25:196STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:25:995STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:27:298STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:27:298STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:27:298STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:27:299STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:28:995STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:29:297STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:29:298STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:29:298STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:29:298STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:31:396STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:31:396STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:31:396STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:31:396STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:32:098STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:33:448STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:33:448STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:33:449STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:33:449STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:35:047STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:35:246STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:35:247STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:35:247STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:35:247STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:37:196STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:37:196STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:37:196STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:37:197STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:37:847STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:38:946STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:38:946STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:38:946STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:38:946STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:40:646STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:40:949STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:40:949STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:40:950STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:40:950STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:42:997STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:42:997STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:42:997STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:42:998STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:43:747STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:45:146STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:45:147STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:45:147STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:45:147STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:46:846STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:47:097STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:47:097STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:47:098STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:47:098STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:48:946STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:48:947STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:48:947STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:48:947STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:49:699STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:50:795STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:50:795STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:50:795STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:50:795STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:52:445STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:52:747STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:52:747STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:52:747STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:52:747STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:54:599STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:54:599STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:54:599STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:54:599STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:55:346STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:56:646STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:56:646STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:56:646STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:56:646STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:58:395STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:58:646STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:58:646STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:58:646STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:19:58:646STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:00:747STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:00:747STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:00:793STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:00:793STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:01:447STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:02:646STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:02:646STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:02:647STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:02:647STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:04:395STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:04:645STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:04:646STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:04:646STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:04:646STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:06:545STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:06:546STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:06:546STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:06:547STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:07:346STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:08:495STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:08:495STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:08:495STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:08:496STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:10:146STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:10:346STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:10:346STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:10:346STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:10:347STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:12:446STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:12:446STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:12:446STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:12:447STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:13:146STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:14:445STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:14:446STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:14:446STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:14:446STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:16:045STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:16:297STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:16:299STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:16:299STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:16:299STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:18:346STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:18:347STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:18:347STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:18:347STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:19:046STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:20:246STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:20:246STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:20:246STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:20:247STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:22:097STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:22:295STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:22:295STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:22:295STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:22:295STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:24:147STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:24:147STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:24:147STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:24:148STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:24:897STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:25:995STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:25:995STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:25:995STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:25:995STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:27:745STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:27:994STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:27:995STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:27:995STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:27:995STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:29:896STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:29:896STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:29:896STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:29:896STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:30:646STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:31:794STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:31:794STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:31:794STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:31:794STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:33:496STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:33:697STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:33:697STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:33:697STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:33:697STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:35:496STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:35:497STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:35:497STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:35:497STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:36:196STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:37:447STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:37:447STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:37:447STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:37:447STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:39:047STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:39:246STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:39:246STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:39:247STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:39:247STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:41:095STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:41:095STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:41:096STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:41:096STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:41:694STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:42:946STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:42:946STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:42:946STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:42:946STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:44:745STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:44:995STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:44:995STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:44:995STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:44:996STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:46:944STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:46:944STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:46:945STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:46:945STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:47:595STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:48:745STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:48:745STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:48:745STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:48:745STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:50:394STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:50:595STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:50:595STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:50:595STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:50:595STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:52:496STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:52:496STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:52:496STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:52:496STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:53:194STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:54:494STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:54:494STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:54:495STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:54:495STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:56:143STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:56:446STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:56:447STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:56:447STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:56:447STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:58:244STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:58:245STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:58:245STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:58:245STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:20:58:944STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:00:194STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:00:303STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:00:303STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:00:315STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:01:744STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:01:996STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:01:996STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:01:996STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:01:996STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:03:796STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:03:797STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:03:797STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:03:797STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:04:494STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:05:694STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:05:694STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:05:694STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:05:694STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:07:394STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:07:595STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:07:596STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:07:596STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:07:596STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:09:495STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:09:495STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:09:496STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:09:496STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:10:144STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:11:243STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:11:243STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:11:243STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:11:243STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:12:943STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:13:194STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:13:194STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:13:194STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:13:194STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:15:043STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:15:043STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:15:043STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:15:043STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:15:793STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:16:995STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:16:995STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:16:995STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:16:995STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:18:745STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:18:893STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:18:894STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:18:894STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:18:894STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:20:945STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:20:945STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:20:945STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:20:946STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:21:744STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:22:844STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:22:844STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:22:844STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:22:844STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:24:393STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:24:694STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:24:694STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:24:694STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:24:694STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:26:443STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:26:443STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:26:443STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:26:443STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:27:194STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:28:494STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:28:494STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:28:494STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:28:494STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:30:095STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:30:295STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:30:295STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:30:295STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:30:295STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:32:142STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:32:143STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:32:143STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:32:143STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:32:842STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:34:042STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:34:042STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:34:043STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:34:043STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:35:692STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:35:893STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:35:893STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:35:894STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:35:894STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:37:793STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:37:793STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:37:793STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:37:793STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:38:544STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:39:746STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:39:746STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:39:746STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:39:746STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:41:344STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:41:544STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:41:544STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:41:544STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:41:544STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:43:594STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:43:594STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:43:594STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:43:595STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:44:295STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:45:442STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:45:443STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:45:443STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:45:443STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:47:046STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:47:242STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:47:242STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:47:242STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:47:243STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:49:093STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:49:093STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:49:093STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:49:094STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:49:797STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:50:943STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:50:943STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:50:943STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:50:943STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:52:542STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:52:793STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:52:793STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:52:793STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:52:793STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:54:594STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:54:594STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:54:594STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:54:594STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:55:293STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:56:445STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:56:445STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:56:445STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:56:445STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:57:993STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:58:242STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:58:242STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:58:242STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:21:58:243STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:00:043STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:00:043STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:00:043STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:00:044STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:00:695STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:01:892STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:01:893STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:01:893STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:01:893STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:03:692STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:03:943STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:03:943STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:03:943STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:03:943STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:05:942STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:05:942STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:05:942STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:05:942STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:06:693STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:07:843STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:07:843STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:07:843STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:07:843STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:09:593STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:09:844STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:09:845STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:09:845STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:09:845STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:11:941STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:11:942STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:11:942STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:11:942STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:12:643STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:13:793STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:13:793STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:13:793STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:13:793STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:15:444STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:15:693STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:15:693STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:15:694STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:15:695STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:16:543STACKUnable to retrieve the 'DistrictDust' descriptor from the database.

DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsPatchRenderer+c__Iterator6BC:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:22:16:645STACKUnable to retrieve the 'DistrictDust' descriptor from the database.

DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsPatchRenderer+c__Iterator6BC:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:22:17:641STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:17:641STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:17:642STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:17:642STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:18:295STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:19:441STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:19:442STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:19:442STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:19:442STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:21:097STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:21:293STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:21:294STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:21:294STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:21:294STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:23:194STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:23:194STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:23:194STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:23:195STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:23:896STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:25:144STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:25:144STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:25:144STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:25:145STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:27:100STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:27:243STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:27:243STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:27:243STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:27:243STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:29:396STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:29:397STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:29:397STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:29:397STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:30:096STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:31:396STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:31:396STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:31:396STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:31:396STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:33:194STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:33:443STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:33:443STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:33:443STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:33:444STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:35:592STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:35:592STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:35:592STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:35:592STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:36:603STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:37:692STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:37:692STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:37:692STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:37:693STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:39:541STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:40:044STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:40:044STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:40:044STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:40:044STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:42:092STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:42:093STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:42:093STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:42:093STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:42:844STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:44:042STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:44:052STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:44:052STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:44:052STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:45:942STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:46:143STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:46:144STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:46:144STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:46:144STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:51:141STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:51:153STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:51:153STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:51:153STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:51:842STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:53:242STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:53:242STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:53:242STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:53:242STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:54:241STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:54:342STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:54:342STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:54:342STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:54:342STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:54:791STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:54:791STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:54:791STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:54:791STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:54:892STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:55:541STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:55:841STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:55:841STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:55:841STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:55:841STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:56:191STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:56:540STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!

GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:56:540STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , NavyFortress, , , , , , , , , NavyFortress, , NavyFortress, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , AICommanderMission_RoamingDefault, , , , , , , , , , AICommanderMission_DefenseRoaming, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , ,

GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:56:540STACKTimeout: Tickables NeedTick Count: 6

GameServerState_Turn_Finished+d__0__0:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:59:550STACKStoreStats

Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit()
Amplitude.Unity.Achievement.NetworkAchievementManager:Commit()
AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo)
AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_End+c__Iterator662:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:59:550STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingBrokenLords

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1A8:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:59:550STACK[Desync] 'PointOfInterest#107' has been reattached to 'City#1417' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1A8:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:59:550STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingFlames

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1A8:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:59:550STACK[Desync] 'PointOfInterest#360' has been reattached to 'City#2984' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1A8:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:59:643STACKLobby data has been set (key: '_Turn', data: '90').

Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:22:59:870STACKSteamClientCallbacks_LobbyDataUpdate

Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

00:22:59:870STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240941866214).

Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyDataUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:OnSteamLobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_LobbyDataUpdate(System.Reflection.ParameterInfo)
Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks()
Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks()
Amplitude.Unity.Steam.SteamManager:FixedUpdate()

00:23:00:594STACKInterpreter can't get the property 'CurrentEra' on simulation object 'Army#7069'.

Amplitude.Unity.Simulation.Advanced.Interpreter+FunctionProperty:Evaluate(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.Advanced.Interpreter+FunctionLink:Evaluate(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.Advanced.Interpreter:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PillageReward_Resource:GetValue(System.Reflection.ParameterInfo)
PillageReward_Resource:ComputeReward(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense:PillageSucceedPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:00:595STACKCan't find resource location 'EmpireMoney'.

DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DroppableResource:IDroppableWithRewardAllocation.AllocateRewardTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator1D1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:01:798STACKGameServerState_Turn_Begin.

GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:01:798STACKSeason change: new season 'HeatWave', the new season will end at turn 95 (duration: 4 turn(s)).

SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SeasonManager:GameServer_Turn_Begin()
GameServerState_Turn_Begin+c__Iterator66A:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:02:747STACKPlaying layered music .

Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AudioManager:PlayAmbianceMusic()
AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator61D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:10:346STACK[Net] Transition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:10:441STACKGameServerState_Turn_AI.

GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:11:491STACKCan't find resource location 'Production' (reference location: City#1378).

DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Economy:ParseEmpireEvaluableMessage()
AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

00:23:18:290STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock1 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock5.

AILayer_Research:GenerateOrbUnlockBuyoutMessage()
AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIEntity:DoPasses(System.Reflection.ParameterInfo)
AIEntity:NextPass(System.Reflection.ParameterInfo)
AIPlayer:OnRun()
AIPlayer_MajorEmpire:OnRun()
AIPlayer:Start()
AIScheduler:OnRun()
AIScheduler:Run()
Amplitude.Threading.Thread:Job()

00:23:18:941STACKGameServerState_Turn_Main.

GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:19:303STACKGameClientState_Turn_Begin.

GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:19:303STACKQuest 'SideQuestPOI#0005', Timer '$TimeBeforeReset' eleapsedTurn = 1.

QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestBehaviour:Execute(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator661:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:19:444STACKGameClientState_Turn_Main.

GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:19:694STACKSynchronous job SynchronousJob_BuyoutOrbUnlock failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:19:694STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:19:694STACKOrder preprocessing failed because the unit design 'UnitDesignJotusEttin#MinorEmpireEra6' is not compatible with the village's conversion status.

DepartmentOfDefense:SpawnUnitPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:20:198STACKRegister new contract DiplomaticContract 7429 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 2 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator625:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:20:198STACKELCP: Empire 0/-2.491387 with Empire Empire 2/0.1214695 SweetenDeal succesfull

AILayer_Diplomacy:SweetenDeal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:20:198STACKELCP: Empire 0 OrderFillContract adding term AskToDeclareWar Proposer: 0 Provider: 2 Receiver: 0

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:20:198STACKELCP: Empire 0 OrderFillContract adding term TechnologyDeal Proposer: 0 Provider: 0 Receiver: 2 Technology: TechnologyDefinitionTradeRouteBonus1

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:20:199STACKELCP: Empire 0 OrderFillContract adding term TechnologyDeal Proposer: 0 Provider: 0 Receiver: 2 Technology: TechnologyDefinitionEmpirePoint3

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:20:199STACKELCP: Empire 0 OrderFillContract adding term TechnologyDeal Proposer: 0 Provider: 0 Receiver: 2 Technology: TechnologyDefinitionIndustry2

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:20:199STACKELCP: Empire 0 OrderFillContract adding term ResourceDeal Proposer: 0 Provider: 0 Receiver: 2 ResourceName: EmpireMoney Amount: 924

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:20:199STACKELCP: Empire 0 OrderFillContract adding term ResourceDeal Proposer: 0 Provider: 0 Receiver: 2 ResourceName: Strategic1 Amount: 25

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:20:199STACKELCP: Empire 0 OrderFillContract adding term ResourceDeal Proposer: 0 Provider: 0 Receiver: 2 ResourceName: Strategic2 Amount: 26

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:20:199STACKELCP: Empire 0 OrderFillContract adding term ResourceDeal Proposer: 0 Provider: 0 Receiver: 2 ResourceName: Strategic3 Amount: 6

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:20:898STACKRegister new contract DiplomaticContract 7430 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 0 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator625:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:20:898STACKELCP: Empire 2/-1.630204 with Empire Empire 0/0.133785 SweetenDeal succesfull

AILayer_Diplomacy:SweetenDeal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:20:898STACKELCP: Empire 2 OrderFillContract adding term MapExchange Proposer: 2 Provider: 2 Receiver: 0

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:20:898STACKELCP: Empire 2 OrderFillContract adding term ResourceDeal Proposer: 2 Provider: 2 Receiver: 0 ResourceName: EmpireMoney Amount: 824

AILayer_Diplomacy:OrderFillContract(System.Reflection.ParameterInfo)
AILayer_Diplomacy:OrderProcessedEventHandler(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:20:898STACKContract 7430 pass from state Negotiation to state Proposed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:21:043STACKContract 7430 pass from state Proposed to state Signed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:21:942STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:21:943STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:21:943STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:21:943STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:21:943STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:21:943STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:21:943STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:21:943STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:21:943STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:21:944STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:21:944STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:21:944STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:21:944STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:21:944STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:21:944STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:21:944STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:21:944STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:21:945STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:21:945STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:21:945STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:22:490STACKLOCKING: AICommanderMission_BesiegeCityDefault tries to recruit Army assigned to AICommanderMission_DefenseRoaming

AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo)
AICommanderMissionWithRequestArmy:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:23:491STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:23:492STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:23:492STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:23:492STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:23:492STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:23:492STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:23:492STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:23:492STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:23:492STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:23:493STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:23:493STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:23:493STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:23:742STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:23:742STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:23:742STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:23:742STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:23:742STACK$Target not set Empire 3/1st Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:23:743STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:23:743STACK$Target not set Empire 3/1st Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:23:743STACK$Target not set Empire 3/1st Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:23:941STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:23:941STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:23:941STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:23:941STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:23:941STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:24:594STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:24:594STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:24:594STACKGotoAndAttack Preprocessor. Attacker=6659, Defender=5693.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:24:690STACKArmyGoToAndAttackInstruction: lock target 5693.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:24:791STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:24:791STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:24:791STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:24:791STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:24:792STACK$Target not set Empire 3/2nd Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:24:792STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:24:792STACK$Target not set Empire 3/2nd Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:24:792STACK$Target not set Empire 3/2nd Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:24:792STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:24:792STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:24:792STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:24:792STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:24:792STACK$Target not set Empire 4/1st Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:24:792STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:24:792STACK$Target not set Empire 4/1st Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:24:793STACK$Target not set Empire 4/1st Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:24:793STACK$Target not set Empire 4/1st Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:24:793STACK$Target not set Empire 5/1st Fist of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:24:891STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

00:23:24:892STACKGotoAndAttack Preprocessor. Attacker=7314, Defender=6478.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:24:993STACKArmyGoToAndAttackInstruction: lock target 6478.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:25:291STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_DefenseRoaming=8996 for None Priority 0.2541268

AICommanderMission_RegroupArmyAt:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:25:291STACKOrder preprocessing failed because the target unit(s) has(have) not enough movement points.

DepartmentOfDefense:TransferGarrisonToNewArmyPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:25:440STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:25:440STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:25:440STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:26:190STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:26:190STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:26:190STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:26:190STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:26:391STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

00:23:28:799STACK$Target not set Empire 1/2nd Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:28:827STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:28:827STACK$Target not set Empire 1/2nd Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:28:827STACK$Target not set Empire 1/2nd Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:28:828STACK$Target not set Empire 1/2nd Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:29:146STACKArmyGoToAndAttackInstruction: Attack target: 5693

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:29:146STACKArmyGoToAndAttackInstruction: Unlock target 5693.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:29:147STACKArmyGoToAndAttackInstruction: Unlock target 6478.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:29:342STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:29:342STACKOrder preprocessing failed because the target unit(s) has(have) not enough movement points.

DepartmentOfDefense:TransferGarrisonToNewArmyPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:29:440STACKGotoAndAttack Preprocessor. Attacker=4176, Defender=6952.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:29:643STACKArmyGoToAndAttackInstruction: lock target 6952.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:29:644STACKGotoAndAttack Preprocessor. Attacker=6741, Defender=6412.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:29:842STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:29:842STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:29:842STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:29:842STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:29:842STACKGotoAndAttack Preprocessor. Attacker=6095, Defender=6248.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:29:843STACKOrder preprocessing failed because the defender is moving. Attacker=6095, Defender=6248.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:144STACK$Target not set Empire 1/1st Hawu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:144STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:144STACK$Target not set Empire 1/1st Hawu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:144STACK$Target not set Empire 1/1st Hawu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:144STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:144STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:145STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:145STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:145STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:145STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:145STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:145STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:145STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:145STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:145STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:146STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:146STACKOrder preprocessing failed because the distance between the attacker and the defender is not equal to 1 tile.(attacker = 2265, defender = 6248), distance = 2.

DepartmentOfDefense:AttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:495STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:23:30:496STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:23:30:496STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:23:30:496STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HxVegetationPatchRenderer+c__Iterator6BF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:23:30:496STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:496STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:496STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:496STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:496STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:497STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:497STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:497STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:694STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:694STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:694STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:694STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:695STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:695STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:695STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:695STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:695STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:695STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:695STACKPreprocessor failed because the tile (26,83) is not stopable for army 6833.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:942STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:942STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:942STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:942STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:942STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:942STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:942STACK$Target not set Empire 3/1st Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:942STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:943STACK$Target not set Empire 3/1st Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:943STACK$Target not set Empire 3/1st Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:30:943STACK$Target not set Empire 5/1st Executor of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:31:294STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:31:294STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:31:294STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:31:294STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:31:442STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:31:442STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:31:442STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:31:443STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:31:443STACK$Target not set Empire 3/2nd Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:31:443STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:31:443STACK$Target not set Empire 3/2nd Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:31:443STACK$Target not set Empire 3/2nd Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:31:443STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:31:443STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:31:443STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:31:443STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:31:444STACK$Target not set Empire 4/1st Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:31:444STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:31:444STACK$Target not set Empire 4/1st Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:31:444STACK$Target not set Empire 4/1st Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:31:444STACK$Target not set Empire 4/1st Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:31:444STACKGotoAndAttack Preprocessor. Attacker=7434, Defender=6478.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:31:593STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

00:23:31:593STACKArmyGoToAndAttackInstruction: lock target 6478.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:31:943STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

00:23:32:042STACKOrder preprocessing failed because the target unit(s) has(have) not enough movement points.

DepartmentOfDefense:TransferGarrisonToNewArmyPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:32:490STACKThe construction 7327 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1A0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:32:640STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:32:640STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:32:640STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:32:640STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:33:397STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:33:397STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:33:397STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:33:397STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:33:398STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:34:297STACKArmyGoToAndAttackInstruction: Attack target: 6952

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:34:297STACKArmyGoToAndAttackInstruction: Unlock target 6952.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:35:446STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:35:446STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:35:446STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:35:447STACK$Target not set Empire 1/2nd Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:35:447STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:35:447STACK$Target not set Empire 1/2nd Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:35:447STACK$Target not set Empire 1/2nd Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:35:447STACK$Target not set Empire 1/2nd Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:35:948STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

00:23:35:948STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:343STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:343STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:343STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:343STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:696STACKArmyGoToAndAttackInstruction: Attack target: 6478

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:696STACKArmyGoToAndAttackInstruction: Unlock target 6478.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:696STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:697STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:697STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:697STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:697STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:697STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:697STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:697STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:697STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:697STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:697STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:697STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:698STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:698STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:698STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:698STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:698STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:698STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:698STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:698STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:698STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:698STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:699STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:699STACKGotoAndAttack Preprocessor. Attacker=2265, Defender=6248.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:36:794STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

00:23:37:242STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:37:242STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:37:242STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:37:242STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:37:242STACK$Target not set Empire 0/1st Falcon Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:37:242STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:37:495STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:37:496STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:37:496STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:37:496STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:37:496STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:37:694STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:37:694STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:37:694STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:37:792STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:37:792STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:37:792STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:37:792STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:37:793STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:37:793STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:37:793STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:37:793STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:37:793STACK$Target not set Empire 3/2nd Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:37:793STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:37:793STACK$Target not set Empire 3/2nd Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:37:793STACK$Target not set Empire 3/2nd Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:37:794STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:37:794STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:37:794STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:37:794STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:39:300STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:39:300STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:39:300STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:39:541STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:39:541STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:39:541STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:39:640STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:39:641STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:39:641STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:39:641STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:40:247STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:40:247STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:40:946STACK$Target not set Empire 1/2nd Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:40:946STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:40:946STACK$Target not set Empire 1/2nd Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:40:946STACK$Target not set Empire 1/2nd Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:40:947STACK$Target not set Empire 1/2nd Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:41:346STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:41:347STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:41:891STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:41:891STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:41:891STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:41:891STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:243STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:243STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:243STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:243STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:243STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:243STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:243STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:244STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:244STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:244STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:244STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:244STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:244STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:244STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:244STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:244STACK$Target not set Empire 3/1st Iron Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:893STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:894STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:894STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:894STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:894STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:894STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:894STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:894STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:894STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:894STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:895STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:990STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

00:23:42:990STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:990STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:990STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:991STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:991STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:991STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:991STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:991STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:991STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:42:991STACK$Target not set Empire 1/1st Shimo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:43:189STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:43:190STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:43:190STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:43:190STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:43:190STACK$Target not set Empire 3/2nd Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:43:190STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:43:190STACK$Target not set Empire 3/2nd Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:43:190STACK$Target not set Empire 3/2nd Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:43:190STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:43:190STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:43:190STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:43:190STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:43:242STACKPreprocessor failed because the tile (11,67) is not stopable for army 6572.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:43:492STACK[AICommanderMission_RegroupArmyAt] no AIData for Unit 1827

AICommanderMission_RegroupArmyAt:TryGetArmyData()
AICommanderMission:Initializing()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:44:041STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:44:041STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:44:041STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:44:444STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:44:444STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:44:444STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:44:444STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:44:444STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:44:444STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:44:445STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:44:541STACKPreprocessor failed because the tile (47,24) is not passable for army 6868.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:44:541STACKPreprocessor failed because the tile (47,24) is not stopable for army 6868.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:44:691STACK$Target not set Empire 4/1st Eagle Owl Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:45:647STACK$Target not set Empire 5/1st Fist of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:45:648STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:45:649STACK$Target not set Empire 5/1st Fist of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:45:649STACK$Target not set Empire 5/1st Fist of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:45:649STACK$Target not set Empire 5/1st Fist of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:45:650STACK$Target not set Empire 1/2nd Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:45:650STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:45:650STACK$Target not set Empire 1/2nd Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:45:650STACK$Target not set Empire 1/2nd Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:45:650STACK$Target not set Empire 1/2nd Uzu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:45:891STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:45:891STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:45:891STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:45:891STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:46:094STACKELCP: EmpireEmpire 0, Hero Sable Deceiver Napog Dauda III tries infiltrationaction StealEmpireMoney_Level3

AILayer_HeroAssignation:ExecuteInfiltrationAction(System.Reflection.ParameterInfo)
AILayer_HeroAssignation:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:46:289STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:46:289STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:46:289STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:46:289STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:46:289STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:46:289STACKGotoAndAttack Preprocessor. Attacker=2265, Defender=6248.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:46:290STACKOrder preprocessing failed because the defender is moving. Attacker=2265, Defender=6248.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:46:643STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:46:644STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:46:742STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:46:742STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:46:742STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:46:742STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:46:742STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:46:742STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:46:743STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:46:743STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:47:039STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:47:039STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:47:039STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:47:039STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:47:245STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:47:245STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:47:342STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:47:342STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:048STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:048STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:048STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:048STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:048STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:048STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:048STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:049STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:243STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:243STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:243STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:243STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:243STACK$Target not set Empire 3/2nd Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:243STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:243STACK$Target not set Empire 3/2nd Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:244STACK$Target not set Empire 3/2nd Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:244STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:244STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:244STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:244STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:492STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:492STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:492STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:493STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:493STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:493STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:493STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:493STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:493STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:493STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:493STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:494STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:494STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:494STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:494STACK$Target not set Empire 5/1st Vengeance of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:795STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:795STACKMinor faction (name: 'Jotus') has been assimilated by empire 2.

DepartmentOfTheInterior:AssimilateMinorFaction(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator238:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:891STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:891STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:891STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:891STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:48:891STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:49:189STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:49:189STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:49:189STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:49:189STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:49:391STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

00:23:50:193STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:50:193STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:50:193STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:50:193STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:50:194STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:50:194STACKOrderGotoFail

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogWarning(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:50:640STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:50:640STACK$Target not set Empire 2/1st Wrath Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:50:640STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:50:640STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:50:640STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:50:640STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:50:841STACK$Target not set Empire 4/1st Cheetah Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:50:841STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:50:841STACK$Target not set Empire 4/1st Cheetah Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:50:841STACK$Target not set Empire 4/1st Cheetah Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:50:841STACK$Target not set Empire 4/1st Cheetah Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:50:841STACK$Target not set Empire 4/2nd Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:50:841STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:50:842STACK$Target not set Empire 4/2nd Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:50:842STACK$Target not set Empire 4/2nd Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:50:842STACK$Target not set Empire 4/2nd Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:50:842STACK$Target not set Empire 4/2nd Boar Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:50:842STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:50:842STACK$Target not set Empire 4/2nd Boar Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:50:842STACK$Target not set Empire 4/2nd Boar Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:50:842STACK$Target not set Empire 4/2nd Boar Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:51:895STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:51:895STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:51:895STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:51:895STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:51:895STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:51:895STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:51:896STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:51:896STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:51:896STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:51:896STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:51:896STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:51:896STACK$Target not set Empire 3/1st Bronze Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:51:896STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:51:896STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:51:896STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:51:897STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:51:897STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #0, context: 'City#3931'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SwapCityOwner(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator24C:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:51:990STACK$Target not set Empire 5/2nd Hand of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_AttackCampDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:191STACKGotoAndAttack Preprocessor. Attacker=7442, Defender=6478.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:291STACKArmyGoToAndAttackInstruction: lock target 6478.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:492STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:492STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:493STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:493STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:493STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:493STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:493STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:493STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:494STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:494STACK$Target not set Empire 3/2nd Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:494STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:494STACK$Target not set Empire 3/2nd Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:494STACK$Target not set Empire 3/2nd Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:494STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:494STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:494STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:494STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:640STACKFmod error reported: ERR_EVENT_NOTFOUND - The requested event, event group, event category or event property could not be found.

Amplitude.Unity.Audio.AudioManager:ErrorCheck(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:Get3DEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:LoadEvent(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStop()
WorldPawn:Update()

00:23:52:739STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:739STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:739STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:740STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:740STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:740STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:740STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:740STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:740STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:740STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:740STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:740STACKGotoAndAttack Preprocessor. Attacker=7254, Defender=4957.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:52:840STACKArmyGoToAndAttackInstruction: lock target 4957.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:53:342STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:53:642STACKOrder preprocessing failed because the transfer of money is not possible to buyout the construction #7468.

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:53:739STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:53:740STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:53:740STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:53:740STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:54:339STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:54:340STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:54:340STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:54:340STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:54:340STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:54:539STACK$Target not set Empire 5/1st Fist of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:54:540STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:54:540STACKGotoAndAttack Preprocessor. Attacker=7314, Defender=6478.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:54:640STACKArmyGoToAndAttackInstruction: lock target 6478.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:54:840STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:54:840STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:54:840STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:54:840STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:54:840STACK$Target not set Empire 4/1st Cheetah Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:54:840STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:54:840STACK$Target not set Empire 4/1st Cheetah Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:54:840STACK$Target not set Empire 4/1st Cheetah Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:54:841STACK$Target not set Empire 4/1st Cheetah Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:54:841STACK$Target not set Empire 4/2nd Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:54:841STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:54:841STACK$Target not set Empire 4/2nd Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:54:841STACK$Target not set Empire 4/2nd Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:54:841STACK$Target not set Empire 4/2nd Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:54:841STACK$Target not set Empire 4/2nd Boar Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:54:841STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:54:841STACK$Target not set Empire 4/2nd Boar Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:54:841STACK$Target not set Empire 4/2nd Boar Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:54:841STACK$Target not set Empire 4/2nd Boar Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:55:093STACKSynchronous job SynchronousJob_ExecuteNeeds_Delayed failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:55:093STACKSynchronous job SynchronousJob_ExecuteNeeds failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:55:093STACKSynchronous job SynchronousJob_AssignPopulation failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:55:093STACKSynchronous job SynchronousJob_QueueResearch failed.

SynchronousJobRepository:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:55:539STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:55:539STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:55:539STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:55:539STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:55:539STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:55:539STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:55:539STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:55:540STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMission_Garrison:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:55:540STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:55:540STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:55:540STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:55:540STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:55:691STACKArmyGoToAndAttackInstruction: Attack target: 6478

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:55:691STACKArmyGoToAndAttackInstruction: Unlock target 6478.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:55:842STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:55:842STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:55:843STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:55:843STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:55:843STACK$Target not set Empire 5/1st Sword of the Queen

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:55:943STACKArmyGoToAndAttackInstruction: Unlock target 6478.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Cancel(System.Reflection.ParameterInfo)
GameServer:JoinEncounterPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:093STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:094STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:094STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:094STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:094STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:094STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:095STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:095STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:095STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:095STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:096STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:096STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:096STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:096STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:096STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:339STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:339STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:339STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:339STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:340STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:340STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:340STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:340STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:340STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:340STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:340STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:340STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:340STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:340STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:340STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:341STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:341STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:341STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:895STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:895STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:56:895STACKBooster BoosterLuxury9 does not have an activations counter property named 'BoosterLuxury9Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:57:339STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:57:339STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:57:592STACKPreprocessor failed because the tile (56,4) is not stopable for army 7207.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:57:741STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:57:742STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:57:841STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:57:841STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:57:841STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:57:841STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:58:089STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:58:089STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:58:089STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:58:089STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:58:089STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:58:089STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:58:090STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:58:090STACK$Target not set Empire 4/1st Cheetah Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:58:090STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:58:090STACK$Target not set Empire 4/1st Cheetah Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:58:090STACK$Target not set Empire 4/1st Cheetah Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:58:090STACK$Target not set Empire 4/1st Cheetah Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:58:090STACK$Target not set Empire 4/2nd Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:58:090STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:58:090STACK$Target not set Empire 4/2nd Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:58:090STACK$Target not set Empire 4/2nd Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:58:090STACK$Target not set Empire 4/2nd Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:58:540STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:58:540STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:58:540STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:58:540STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:58:644STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:58:644STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:58:941STACKArmyGoToAndAttackInstruction: Attack target: 4957

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:58:941STACKArmyGoToAndAttackInstruction: Unlock target 4957.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:041STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:041STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:041STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:041STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:495STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:495STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:495STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:495STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:496STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:496STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:496STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:496STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:496STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:496STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:496STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:496STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:497STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:497STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:497STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:497STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:497STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:646STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:646STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:646STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:646STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:646STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:646STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:647STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:647STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:647STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:23:59:647STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:00:743STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:097STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:097STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:097STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:098STACK$Target not set Empire 3/2nd Copper Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:098STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:098STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:098STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:098STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:191STACK$Target not set Empire 4/1st Cheetah Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:191STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:191STACK$Target not set Empire 4/1st Cheetah Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:191STACK$Target not set Empire 4/1st Cheetah Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:191STACK$Target not set Empire 4/1st Cheetah Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:192STACK$Target not set Empire 4/2nd Boar Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:192STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:192STACK$Target not set Empire 4/2nd Boar Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:192STACK$Target not set Empire 4/2nd Boar Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:192STACK$Target not set Empire 4/2nd Boar Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:791STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:791STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:791STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:791STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:792STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury13').

EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Booster:Activate()
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:792STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury13').

EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:792STACKBooster BoosterLuxury13 does not have an activations counter property named 'BoosterLuxury13Activations'.

DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfPlanificationAndDevelopment+c__IteratorA7:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:992STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:992STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:992STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:992STACK$Target not set Empire 3/1st Brass Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:992STACKPreprocessor failed because the tile (31,34) is not stopable for army 7138.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:01:993STACKPreprocessor failed because the tile (56,5) is not stopable for army 7207.

DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:02:293STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:02:294STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:02:294STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:02:294STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:02:294STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:02:294STACK$Target not set Empire 2/1st Growth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:02:590STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:02:590STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:02:590STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:02:591STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:02:591STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:02:591STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:02:591STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:02:591STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:02:591STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:02:591STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:02:591STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:02:592STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:02:840STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:02:841STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:02:841STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:02:841STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:02:841STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:02:841STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:02:841STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:02:841STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:02:842STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:02:842STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:03:689STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

00:24:03:943STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:03:943STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:03:943STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:03:943STACK$Target not set Empire 3/1st Platinum Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:04:590STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:04:590STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:04:591STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:04:591STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:04:591STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:04:742STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.

Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPawn:OnMoveStart()
WorldPawn:Update()

00:24:04:840STACK$Target not set Empire 4/2nd Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:04:840STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:04:840STACK$Target not set Empire 4/2nd Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:04:840STACK$Target not set Empire 4/2nd Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:04:841STACK$Target not set Empire 4/2nd Red Bear Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:05:541STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:05:541STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:05:541STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:05:541STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:05:990STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:05:990STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:05:990STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:05:991STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:05:991STACK$Target not set Empire 3/1st Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:05:991STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:05:991STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:05:992STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:05:992STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:05:992STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:05:992STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:05:992STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:05:992STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:06:238STACK$Target not set Empire 1/1st Yayo Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:06:239STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:06:239STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:06:239STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:06:239STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:06:239STACK$Target not set Empire 1/1st Fumi Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:06:239STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:06:239STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:06:239STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:06:240STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:06:240STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:06:240STACK$Target not set Empire 1/1st Hawu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:06:240STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:06:240STACK$Target not set Empire 1/1st Hawu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:06:240STACK$Target not set Empire 1/1st Hawu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:06:240STACK$Target not set Empire 1/1st Hawu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:06:240STACKGotoAndAttack Preprocessor. Attacker=7254, Defender=4957.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:06:345STACKArmyGoToAndAttackInstruction: lock target 4957.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:07:239STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:07:239STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:07:240STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:07:240STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:07:292STACKArmyGoToAndAttackInstruction: Attack target: 4957

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:07:292STACKArmyGoToAndAttackInstruction: Unlock target 4957.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:07:989STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:07:989STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:07:989STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:07:989STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:08:243STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:08:392STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:08:392STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:08:490STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:08:490STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:08:490STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:08:491STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:08:491STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:08:491STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:08:491STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:08:491STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:08:491STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:08:491STACK$Target not set Empire 1/1st Hawu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:08:491STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:08:491STACK$Target not set Empire 1/1st Hawu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:08:491STACK$Target not set Empire 1/1st Hawu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:08:492STACK$Target not set Empire 1/1st Hawu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:08:691STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:09:290STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:09:544STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:10:491STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:10:491STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:10:492STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:10:492STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:10:492STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:10:492STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:10:492STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:10:492STACK$Target not set Empire 3/2nd Pewter Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:10:493STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:10:493STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:10:493STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:10:493STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:10:493STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:10:493STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:10:493STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:10:493STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:10:494STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:10:896STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:10:896STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:11:390STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:11:390STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:11:641STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:11:641STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:11:641STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:11:641STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:11:641STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:11:739STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:11:739STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:12:091STACKworldPosition (-1,-1)

WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo)
BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo)
BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo)
BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo)
BattleSimulation:SpawnReinforcements()
BattleSimulation:InitRound()
BattleSimulation:DoTargetingPhase()
BattleController+c__Iterator298:MoveNext()
Amplitude.Coroutine:Run()
BattleController:Update()
BattleEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:12:091STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:12:091STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:12:091STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:12:091STACK$Target not set Empire 3/1st Silver Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:12:392STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:12:392STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:12:690STACK$Target not set Empire 1/1st Hawu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:12:690STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:12:690STACK$Target not set Empire 1/1st Hawu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:12:690STACK$Target not set Empire 1/1st Hawu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:12:690STACK$Target not set Empire 1/1st Hawu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:12:690STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:12:690STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:12:691STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:12:691STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:12:691STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:13:693STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:13:693STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:13:693STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:13:693STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:13:693STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:13:693STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:13:694STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:13:694STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:13:694STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:14:590STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:14:590STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:14:590STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:14:591STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:14:591STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:14:591STACK$Target not set Empire 1/1st Hawu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:14:591STACKGotoAndAttack Preprocessor. Attacker=7478, Defender=4957.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:14:591STACKOrder preprocessing failed because the defender is moving. Attacker=7478, Defender=4957.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:15:440STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:15:641STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:15:641STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:15:641STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:15:642STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:15:642STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:15:642STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:15:642STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:15:642STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:15:642STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:15:642STACK$Target not set Empire 1/1st Hawu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:15:643STACK$Target not set Empire 1/1st Hawu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:15:643STACK$Target not set Empire 1/1st Hawu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:15:643STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:15:643STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:15:643STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:15:643STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:15:643STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:16:291STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:16:490STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:18:190STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:18:439STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:18:439STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:18:439STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:18:439STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:18:439STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:18:439STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:18:440STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:18:440STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:18:440STACK$Target not set Empire 1/1st Hawu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:18:440STACKGotoAndAttack Preprocessor. Attacker=7478, Defender=4957.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:18:440STACKOrder preprocessing failed because the defender is moving. Attacker=7478, Defender=4957.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:19:439STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:19:439STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:19:440STACK$Target not set Empire 1/1st Hawu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:19:440STACK$Target not set Empire 1/1st Hawu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:19:440STACK$Target not set Empire 1/1st Hawu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:19:440STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:19:440STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:19:440STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:19:440STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:19:441STACK$Target not set Empire 2/1st Hearth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:20:191STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:20:441STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:20:441STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:20:441STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:20:441STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:20:441STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:20:441STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:20:442STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:20:442STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:20:442STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:20:442STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:20:442STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:20:442STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:20:442STACK$Target not set Empire 4/1st Condor Warriors

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:21:189STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:22:439STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:22:439STACK$Target not set Empire 1/1st Hawu Wing

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:22:439STACKGotoAndAttack Preprocessor. Attacker=7478, Defender=4957.

DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:22:540STACKArmyGoToAndAttackInstruction: lock target 4957.

ArmyGoToAndAttackInstruction:OnStartMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:23:292STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:23:292STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:23:292STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:23:292STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:23:292STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:23:292STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:23:293STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:23:293STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:24:138STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:24:139STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:25:289STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:26:389STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:26:389STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:26:390STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:26:390STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:26:390STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:26:390STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:26:390STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:26:390STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:27:139STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:27:790STACKUnable to retrieve the 'DistrictDust' descriptor from the database.

DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsPatchRenderer+c__Iterator6BC:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:24:27:890STACKUnable to retrieve the 'DistrictDust' descriptor from the database.

DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsPatchRenderer+c__Iterator6BC:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:24:28:090STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:28:289STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:28:541STACKArmyGoToAndAttackInstruction: Attack target: 4957

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:28:541STACKArmyGoToAndAttackInstruction: Unlock target 4957.

ArmyGoToAndAttackInstruction:OnStopMoving()
ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo)
DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo)
DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState`1[T]:Run()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:28:938STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:28:939STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:28:939STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:28:939STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:29:240STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:29:241STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:29:241STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:29:241STACK$Target not set Empire 3/2nd Gold Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:29:989STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:31:342STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:32:188STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:32:188STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:32:189STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:32:189STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:32:189STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:33:190STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:34:241STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:34:241STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:34:241STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:34:241STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:34:540STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:36:438STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:36:438STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:37:442STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:37:443STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:37:443STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:37:443STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:37:640STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:39:338STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:40:291STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:40:591STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:41:239STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:41:239STACKcity not set

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:41:240STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:41:240STACK$Target not set Empire 3/2nd Steel Karwan

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_DefenseRoaming:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:42:089STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:43:088STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:44:090STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:45:093STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:46:339STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:48:339STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:48:340STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:49:340STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:51:138STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:51:887STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:51:888STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:53:338STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:54:039STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:55:390STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:56:139STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:56:838STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:58:390STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:58:390STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:24:59:089STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:00:489STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:01:240STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:01:240STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:02:639STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:03:387STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:04:089STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:04:939STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:05:541STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:06:989STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:06:990STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:07:740STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:09:240STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:09:989STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:09:989STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:11:489STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:12:142STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:12:889STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:13:587STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:14:389STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:15:939STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:15:939STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:16:589STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:16:995STACKUnable to retrieve the 'DistrictDust' descriptor from the database.

DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsPatchRenderer+c__Iterator6BC:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:25:17:092STACKUnable to retrieve the 'DistrictDust' descriptor from the database.

DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsPatchRenderer+c__Iterator6BC:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:25:18:238STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:18:990STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:18:990STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:20:537STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:21:340STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:21:989STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:22:689STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:23:439STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:24:891STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:24:892STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:25:538STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:27:087STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:27:889STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:27:889STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:29:140STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:29:839STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:30:594STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:31:337STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:32:092STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:33:488STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:33:489STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:34:237STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:35:639STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:36:389STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:36:389STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:37:889STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:38:586STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:39:290STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:39:940STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:40:688STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:42:188STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:42:188STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:42:938STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:44:389STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:45:040STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:45:040STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:46:539STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:47:288STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:48:038STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:48:737STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:49:387STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:50:938STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:50:938STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:51:737STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:53:338STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:54:039STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:54:039STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:55:642STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:56:489STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:57:137STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:57:890STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:25:58:739STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:00:187STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:00:187STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:01:039STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:02:536STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:03:237STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:03:237STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:04:690STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:05:386STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:06:137STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:06:939STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:07:685STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:09:140STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:09:141STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:09:937STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:11:287STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:11:937STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:11:938STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:13:285STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:14:087STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:14:790STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:15:489STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:16:187STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:17:736STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:17:736STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:18:338STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:19:940STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:20:735STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:20:735STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:22:384STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:23:187STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:23:936STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:24:639STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:25:285STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:26:788STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:26:788STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:27:586STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:28:935STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:29:637STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:29:638STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:30:987STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:31:686STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:32:436STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:33:085STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:33:889STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:35:185STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:35:185STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:35:886STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:37:339STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:37:985STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:37:985STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:39:385STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:40:136STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:40:886STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:41:637STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:42:286STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:43:788STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:43:788STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:44:436STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:45:985STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:46:838STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:46:839STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:48:585STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:49:287STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:49:884STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:50:585STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:51:386STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:52:736STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:52:736STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:53:436STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:54:786STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:55:437STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:55:437STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:56:935STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:57:634STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:58:284STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:58:934STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:26:59:635STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:01:034STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:01:035STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:01:735STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:03:083STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:03:834STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:03:834STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:05:484STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:06:184STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:06:884STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:07:534STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:08:184STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:09:584STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:09:585STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:10:235STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:11:585STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:12:286STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:12:286STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:13:685STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:14:335STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:14:985STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:15:734STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:16:436STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:17:734STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:17:734STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:18:435STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:19:833STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:20:485STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:20:485STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:21:834STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:22:534STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:23:233STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:23:884STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:24:585STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:25:934STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:25:934STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:26:633STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:28:083STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:28:784STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:28:784STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:30:084STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:30:785STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:31:485STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:32:183STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:32:833STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:34:234STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:34:234STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:34:934STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:36:435STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:37:184STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:37:191STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:38:485STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:39:234STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:39:884STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:40:533STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:41:282STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:42:633STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:42:633STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:43:334STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:44:833STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:45:533STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:45:534STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:47:034STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:47:784STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:48:533STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:49:284STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:50:034STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:51:938STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:51:948STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:52:636STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:54:383STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:55:234STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:55:234STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:56:784STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:57:634STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:58:487STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:27:59:339STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:00:185STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:01:785STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:01:785STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:02:736STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:04:334STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:05:184STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:05:185STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:06:685STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:07:484STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:08:334STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:09:085STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:09:934STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:11:534STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:11:534STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:12:234STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:13:736STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:14:432STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:14:432STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:15:884STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:16:637STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:17:284STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:18:284STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:18:982STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:20:584STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:20:584STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:21:335STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:22:832STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:23:633STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:23:633STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:25:133STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:25:885STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:26:732STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:27:534STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:28:484STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:30:034STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:30:034STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:30:786STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:32:234STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:33:033STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:33:033STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:34:634STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:35:435STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:36:234STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:37:084STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:37:682STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:39:284STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:39:284STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:39:933STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:41:284STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:42:034STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:42:034STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:43:533STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:44:286STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:45:132STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:46:036STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:46:883STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:48:384STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:48:384STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:49:136STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:50:582STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:51:332STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:51:333STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:52:784STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:53:532STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:54:334STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:55:134STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:55:781STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:57:182STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:57:182STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:58:034STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:28:59:683STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:00:380STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:00:380STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:01:982STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:02:732STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:03:432STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:04:182STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:04:831STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:06:281STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:06:281STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:07:133STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:08:581STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:09:382STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:09:382STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:10:880STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:11:631STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:12:332STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:13:083STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:13:881STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:15:232STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:15:232STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:16:133STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:17:787STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:18:432STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:18:432STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:19:933STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:20:633STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:21:280STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:22:082STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:22:782STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:24:282STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:24:282STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:25:031STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:26:534STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:27:383STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:27:383STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:28:883STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:29:736STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:30:431STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:31:232STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:31:931STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:33:484STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:33:485STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:34:134STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:35:584STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:36:233STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:36:233STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:37:732STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:38:584STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:39:333STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:40:032STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:40:783STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:42:281STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:42:281STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:42:981STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:44:484STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:45:181STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:45:466STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:46:780STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:47:583STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:48:332STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:49:032STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:49:685STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:51:132STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:51:132STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:51:884STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:53:331STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:54:132STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:54:132STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:55:531STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:56:582STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:57:382STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:58:130STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:29:58:983STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:00:882STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:00:883STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:01:630STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:03:080STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:03:933STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:03:933STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:04:135STACKUnable to retrieve the 'DistrictDust' descriptor from the database.

DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FidsPatchRenderer+c__Iterator6BC:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:30:05:383STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:06:129STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:06:832STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:07:431STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:08:179STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:09:682STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:09:682STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:10:435STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:11:830STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:12:631STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:12:631STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:14:182STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:14:929STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:15:678STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:16:532STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:17:330STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:18:779STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:18:780STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:19:634STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:21:130STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:21:780STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:21:780STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:23:329STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:23:983STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:24:681STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:25:430STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:26:079STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:27:693STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:27:728STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:32:734STACKDevice lost

VideoStateManager:LateUpdate()

00:30:32:829STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:32:829STACKDevice is no longer lost

VideoStateManager:LateUpdate()

00:30:34:829STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:35:529STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:35:529STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:37:030STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:37:932STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:38:631STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:39:282STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:40:081STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:41:379STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:41:379STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:42:082STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:43:431STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:44:230STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:44:230STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:45:579STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:46:329STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:47:134STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:47:781STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:48:579STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:50:180STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:50:180STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:50:881STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:52:481STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:53:280STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:53:280STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:54:781STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:55:480STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:56:281STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:57:031STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:57:729STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:59:179STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:59:180STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:30:59:930STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:01:430STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:02:231STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:02:231STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:03:730STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:04:479STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:05:331STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:05:979STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:06:830STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:08:378STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:08:379STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:09:029STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:10:580STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:11:179STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:11:180STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:12:628STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:13:432STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:14:128STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:14:828STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:15:729STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:17:230STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:17:232STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:17:830STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:19:231STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:20:281STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:20:281STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:21:629STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:22:428STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:23:178STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:24:179STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:27:079STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:28:526STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:28:527STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:29:328STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:30:779STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:31:478STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:31:478STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:32:878STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:33:627STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:34:378STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:35:078STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:35:778STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:37:579STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:37:579STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:38:227STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:39:578STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:40:327STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:40:327STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:41:879STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:42:579STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:43:227STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:44:079STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:44:727STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:46:176STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:46:177STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:46:879STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:48:380STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:49:079STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:49:079STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:50:527STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:51:279STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:51:977STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:52:679STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:53:378STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:54:827STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:54:827STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:55:578STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:56:978STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:57:627STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:57:627STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:59:127STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:31:59:976STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:00:726STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:01:479STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:02:278STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:03:827STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:03:827STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:04:679STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:06:025STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:06:726STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:06:726STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:08:377STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:09:227STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:10:026STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:10:776STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:11:628STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:13:025STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:13:026STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:13:776STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:15:377STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:16:027STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:16:028STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:17:527STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:18:378STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:19:078STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:19:678STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:20:579STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:22:232STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:22:242STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:22:928STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:24:577STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:25:377STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:25:377STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:27:128STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:27:826STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:28:581STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:29:381STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:30:078STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:31:529STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:31:529STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:32:126STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:33:926STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:34:628STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:34:643STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:36:325STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:37:026STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:37:927STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:38:427STACKRegister new contract DiplomaticContract 7491 EmpireWhichInitiated: Empire 7 EmpireWhichProposes: Empire 7 EmpireWhichReceives: Empire 4 State: Negotiation Revision: 0 .

DiplomacyManager:Register(System.Reflection.ParameterInfo)
GameClient+c__Iterator625:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:38:778STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:39:677STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:41:477STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:41:478STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:42:378STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:44:331STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:45:079STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:45:080STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:46:877STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:47:778STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:48:726STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:49:678STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:50:579STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:52:378STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:52:378STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:53:278STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:55:078STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:55:979STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:55:979STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:57:927STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:58:827STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:32:59:728STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:00:628STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:01:528STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:03:326STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:03:326STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:04:227STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:06:028STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:06:928STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:06:928STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:08:726STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:09:626STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:10:528STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:11:427STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:12:327STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:14:178STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:14:178STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:15:078STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:16:877STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:17:778STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:17:778STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:19:578STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:20:477STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:21:378STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:22:278STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:23:228STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:25:027STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:25:028STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:25:927STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:27:776STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:28:678STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:28:678STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:30:478STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:31:378STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:32:277STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:33:177STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:34:077STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:35:876STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:35:876STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:36:776STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:39:377STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:40:276STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:40:276STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:42:077STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:42:976STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:43:877STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:44:775STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:45:726STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:47:377STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:47:402STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:48:276STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:50:077STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:50:976STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:50:976STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:52:777STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:53:677STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:54:577STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:55:476STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:56:376STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:076STACKContract 7491 pass from state Negotiation to state Proposed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:381STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:381STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:381STACKDiplomatic relation between empire 4 and empire 7: Remove ability CloseBorders

DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTerm:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:382STACKpointOfInterest.SwapDescriptor from AffinityMappingMadFairies to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:382STACK[Desync] 'PointOfInterest#343' has been reattached to 'City#815' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:382STACKpointOfInterest.SwapDescriptor from AffinityMappingMadFairies to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:382STACK[Desync] 'PointOfInterest#344' has been reattached to 'City#815' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:382STACKpointOfInterest.SwapDescriptor from AffinityMappingMadFairies to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:382STACK[Desync] 'PointOfInterest#345' has been reattached to 'City#815' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:382STACKpointOfInterest.SwapDescriptor from AffinityMappingMadFairies to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:382STACK[Desync] 'PointOfInterest#315' has been reattached to 'City#1378' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:382STACKpointOfInterest.SwapDescriptor from AffinityMappingMadFairies to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:382STACK[Desync] 'PointOfInterest#316' has been reattached to 'City#1378' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:382STACKpointOfInterest.SwapDescriptor from AffinityMappingMadFairies to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:383STACK[Desync] 'PointOfInterest#311' has been reattached to 'City#1641' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:383STACKpointOfInterest.SwapDescriptor from AffinityMappingMadFairies to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:383STACK[Desync] 'PointOfInterest#312' has been reattached to 'City#1641' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:383STACKpointOfInterest.SwapDescriptor from AffinityMappingMadFairies to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:383STACK[Desync] 'PointOfInterest#356' has been reattached to 'City#2194' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:383STACKpointOfInterest.SwapDescriptor from AffinityMappingMadFairies to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:383STACK[Desync] 'PointOfInterest#357' has been reattached to 'City#2194' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:383STACKpointOfInterest.SwapDescriptor from AffinityMappingMadFairies to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:383STACK[Desync] 'PointOfInterest#358' has been reattached to 'City#2194' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:383STACKpointOfInterest.SwapDescriptor from AffinityMappingMadFairies to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:383STACK[Desync] 'PointOfInterest#359' has been reattached to 'City#2194' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:384STACKpointOfInterest.SwapDescriptor from AffinityMappingMadFairies to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:384STACK[Desync] 'PointOfInterest#325' has been reattached to 'City#2862' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:384STACKpointOfInterest.SwapDescriptor from AffinityMappingMadFairies to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:384STACK[Desync] 'PointOfInterest#327' has been reattached to 'City#2862' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:384STACKpointOfInterest.SwapDescriptor from AffinityMappingMadFairies to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:384STACK[Desync] 'PointOfInterest#321' has been reattached to 'City#3931' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:384STACKpointOfInterest.SwapDescriptor from AffinityMappingMadFairies to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:384STACK[Desync] 'PointOfInterest#322' has been reattached to 'City#3931' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:384STACKpointOfInterest.SwapDescriptor from AffinityMappingMadFairies to AffinityMappingMadFairies

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:384STACK[Desync] 'PointOfInterest#337' has been reattached to 'City#4932' (Dirty).

DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfScience_TechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiplomaticTermTechnologyExchange:IDiplomaticTermManagement.ApplyEffects()
DiplomaticContract:ApplyTerms()
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:384STACKContract 7491 pass from state Proposed to state Signed.

DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo)
DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+d__0__1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:33:58:925STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:00:374STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:01:224STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:01:224STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:02:623STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:03:423STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:04:124STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:04:725STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.

Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo)
NotificationPanelDiplomaticInteraction+c__Iterator3A7:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiNotification:OnOpenChange()
Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiNotification:ReleaseEvent()
Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo)
NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

00:34:04:825STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:05:725STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:07:225STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:07:226STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:08:024STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:09:624STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:10:324STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:10:324STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:11:824STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:12:624STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:13:325STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:14:225STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:14:924STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:16:323STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:16:323STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:17:026STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:18:523STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:19:224STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:19:224STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:20:825STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:21:525STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:22:223STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:23:023STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:23:825STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:25:423STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:25:424STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:26:125STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:27:722STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:28:423STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:28:423STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:30:123STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:30:973STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:31:672STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:32:472STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:33:223STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:34:772STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:34:772STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:35:472STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:36:922STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:37:624STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:37:624STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:39:123STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:39:823STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:40:725STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:41:423STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:42:124STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:43:823STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:43:823STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:44:672STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:46:228STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:46:924STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:46:925STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:48:574STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:49:372STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:49:974STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:50:773STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:51:374STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:53:022STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:53:022STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:53:873STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:55:274STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:55:922STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:55:922STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:57:524STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:58:172STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:34:58:821STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:00:023STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:00:724STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:02:731STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:02:731STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:03:325STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:07:073STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:07:925STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:07:925STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:09:424STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:10:323STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:11:222STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:11:922STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:12:721STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:14:222STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:14:222STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:15:123STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:16:521STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:17:320STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:17:321STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:18:720STACK$Target not set Empire 0/1st Eagle Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:19:474STACK$Target not set Empire 2/1st Truth Vanguard

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:20:174STACK$Target not set Empire 0/1st Hawk Shadow

Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogError(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo)
AIArmyMission:Tick()
AICommanderMission:Running()
AICommanderMissionWithRequestArmy:Running()
AICommanderMission_BesiegeCityDefault:Running()
AICommanderMission:Process()
AICommanderMission:Tick()
TickableRepository:Tick(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

00:35:20:373STACKShutting down...

Amplitude.Unity.Framework.Application+c__Iterator2F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application:Quit()
GamePauseScreen:OnExitDesktopResult(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MessagePanel:OnButton1CB(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:LateUpdate()

00:35:20:520STACKShudown complete.

Amplitude.Unity.Framework.Application+c__Iterator2F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__IteratorA0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

00:35:20:521STACKFlush diagnostics before closing streams.

Amplitude.Unity.Framework.Application:OnApplicationQuit()
Application:OnApplicationQuit()